Difference between revisions of "Community Nightfall strategy"

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== {{class link|Scout}} ==
 
== {{class link|Scout}} ==
Scout on all stages have an extreme mobility and can annoy the other team while they are trying to get back on their cart, and with the [[Force-A-Nature]] on Stage 3 you can knock people into the pit.
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Scouts have extreme mobility on all stages and can annoy the other team while they are trying to get back on their cart. With the [[Force-A-Nature]] you can knock people into the pit on Stage 3.
  
 
== {{class link|Soldier}} ==
 
== {{class link|Soldier}} ==

Revision as of 13:36, 22 August 2011

Community Nightfall strategy
Nightfall stage2.png
Basic Information
Developer(s): Unknown
Map Info
Environment: Alpine / Industrial
Setting: Nighttime, raining
Hazards: Pitfall (third stage only)
Map Photos
Loading screen photos.

This article is about Community Nightfall strategy.

General

  • Because of the unique anti-stalemate function in Nightfall, if your team's cart is ahead of the opposing team's cart near the end of the round, it may pay off to pull back and simply defend your cart. In doing so, both carts will continue to roll forward on their own. This strategy doesn't work on Stage 3, as there is no time limit.
  • Stages 1 and 2 feature buildings separating each team's spawn from the central area, rendering sticky jumps and rocket jumps rather ineffective. However, Soldiers and Demomen can jump directly to the cart on Stage 3 with a well-timed blast.
  • On Stage 2, team members should initially focus on pushing the cart up the incline. The cart will roll back if it does not reach the top, and this part of the map can become a choke point if the opposing team sets up a successful defense.

Leaderboard class scout.png Scout

Scouts have extreme mobility on all stages and can annoy the other team while they are trying to get back on their cart. With the Force-A-Nature you can knock people into the pit on Stage 3.

Leaderboard class soldier.png Soldier

Leaderboard class pyro.png Pyro

  • On Stage 3, Pyros should make use of their compression blast to push opposing team members off their cart. Even if they don't get pushed into the pit, forcing them to climb back up to the cart costs them valuable time while your team pushes.

Leaderboard class demoman.png Demoman

Leaderboard class heavy.png Heavy

Leaderboard class engineer.png Engineer

  • Due to the tight corridors, Engineers equipped with the Gunslinger can deploy Mini-Sentry Guns to great effect on certain parts of the map, namely around corners. They can also provide distraction while teammates flank the opposing team.

Leaderboard class medic.png Medic

Leaderboard class sniper.png Sniper

  • Stage 3's open nature is very friendly for Snipers, with long sightlines. On Stage 1 and especially on Stage 2, Snipers may be better off equipping the Huntsman, along with Jarate, to do more close-range damage.

Leaderboard class spy.png Spy

  • Spies can make effective use of the tight corridors of Stages 1 and 2 to pick off enemies not on the cart.