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[[File:Rdasteroid.jpg|400px|thumb|[[Asteroid]]]]
 
[[File:Rdasteroid.jpg|400px|thumb|[[Asteroid]]]]
  
This article is about '''Community Robot Destruction strategy'''. Robot Destruction is a [[Mann Co. Beta Maps|beta game mode]], so strategies may change until the final version.
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This article is about '''Community Robot Destruction strategy'''.
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Robot Destruction is a [[Mann Co. Beta Maps|Mann Co. Beta game mode]], so strategies may change until the final version is released.
  
 
== General strategy ==
 
== General strategy ==
*As of the public beta version of the map, spawn time is dramatically shorter when you die in the opposing team's base. Thus, the map rewards offensive strategies and punishes defensive strategies.
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*Unlike many game modes that establish clear attack/defense roles for each team, Robot Destruction's rules imply a shift between offense and defense over the course of the game. The more your team is ahead in points, the more attentive you need to be to "Hail Mary" attempts on your Core.  At the beginning when there are no points to defend, your team should focus 100% on offense. By the end, when you have enough points in your Core to win, your team should be focused 100% of defense. Attention to this strategy can help a team deploy its limited resources most effectively over the course of the round.
*Establishing a teleporter and other buildings in the opponent's base provides a devastating advantage by maximizing the benefit of the spawn time disparity and setting up constant raids on the enemy robots and core. Maintaining such a base for any length of time is likely to be a game-winning development and should be sought, or avoided, at all costs.
 
  
===The Robots===
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===Robots===
 
*Robots will heal over time after a short period of being undamaged, so there is little reason to attack a robot unless you can kill it.
 
*Robots will heal over time after a short period of being undamaged, so there is little reason to attack a robot unless you can kill it.
 
*Each stage of robots rewards approximately twice the points of the previous stage, rewarding clean sweeps through the enemy base much more so than individual hit and run raids on the A robots.
 
*Each stage of robots rewards approximately twice the points of the previous stage, rewarding clean sweeps through the enemy base much more so than individual hit and run raids on the A robots.
 
*Having people wait by each level of Robot until they are unprotected can also speed up collecting.
 
*Having people wait by each level of Robot until they are unprotected can also speed up collecting.
*All [[taunt kill]]s damage the enemy robots, so using [[weapons]] that can taunt kill can destroy Robots quickly.
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*The [[Ammo]] provided by Robot gibs rewards in-close attacks, rapidly recharging Miniguns and Flame Throwers for a sustained, overrunning assault.
*Robots provide 5 health per second to nearby allies (compare to 10 health per second for a Level 1 dispenser).
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*Robots provide 5 health per second to nearby allies (compared to 10 health per second for a Level 1 Dispenser).
 
**Hanging around robots is therefore a useful advantage when defending them and a good way to offset afterburn or to top up if you are low, but are not an efficient source for large amounts of health.
 
**Hanging around robots is therefore a useful advantage when defending them and a good way to offset afterburn or to top up if you are low, but are not an efficient source for large amounts of health.
  
 
===The Core===
 
===The Core===
*If the enemy doesn't have many points in their core, there's little point in stealing it. Waiting around it until they have an appropriate amount is may be a better choice, but balance the amount of points to be gained versus the time it will take you out of the fight.
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*If the enemy doesn't have many points in their core, there's little point in stealing it. Waiting around it until they have an appropriate amount is may be a better choice, but balance the amount of points to be gained versus the time such an attempt will take you away from the fight.
*The fastest way to steal the core is to leave via the one-way gate in the vault room. Having a teammate nearby to hold it open or open it on demand can make a huge difference.
 
 
*As with the intelligence in CTF matches, having a team member nearby can help if you drop the Reactor Core.
 
*As with the intelligence in CTF matches, having a team member nearby can help if you drop the Reactor Core.
*Unlike CTF, stealing the core requires significant time: first to charge it, and then to negotiate a route out either through the lasers, through the vents, or (with the assistance of a teammate) out the one-way gate in the vault room. Depending on the number of points being stolen, it can take 10-20 seconds for an attacker to even get free of the vault area. Because a core that is dropped within the vault area is nearly as (or even more) secure than one on the original capture point, cores do not require nearly as much close defense as CTF intelligence does.
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** This, plus the offensive-centric spawn timer implies that a large backfield presence is likely to be counterproductive.
 
 
== Class-specific strategy ==
 
== Class-specific strategy ==
 
=== {{class link|Scout}} ===
 
=== {{class link|Scout}} ===
*Working in pairs allows Scouts to rapidly destroy Robots behind enemy lines, as well as to open the vault door allowing for much faster Reactor Core steals.
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*Working in pairs allows Scouts to rapidly destroy Robots behind enemy lines, as well as to relay the Reactor Core if it is dropped.
 
*[[Bonk]] can be particularly useful by allowing Scouts to bypass front line defenders and score points against undefended robots or recover/reset dropped cores.  
 
*[[Bonk]] can be particularly useful by allowing Scouts to bypass front line defenders and score points against undefended robots or recover/reset dropped cores.  
*[[Bonk]] does not protect against the lasers in the Reactor Core room.
 
 
*When stealing the Core, the [[Sandman]] is a useful tool to [[stun]] enemies rather than attempting to fight or dodge past them.
 
*When stealing the Core, the [[Sandman]] is a useful tool to [[stun]] enemies rather than attempting to fight or dodge past them.
  
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=== {{class link|Pyro}} ===
 
=== {{class link|Pyro}} ===
*The [[Phlogistinator]]'s healing and crit ability allows you to roam freely, targeting enemies at choke points where you can quickly take out a whole group at once.
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*Robots are immune to [[Critical hits]], [[afterburn]], [[critical hits#Mini-crits|Mini-Crits]], and [[Compression blast|airblasts]], making Pyro relatively inefficient for destroying these Robots; however, enemy players still need to be dealt with, so the normal roles of building defense, ambushing, airblasting into hazards, etc., still apply.
*The circuitous map lay out lends itself to ambushing enemies from behding, where the the [[Backburner]] is particularly effective.
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*The large amount of water in both of [[Asteroid]]'s bases makes the [[Neon Annihilator]] a very good choice of melee weapon, and a Pyro equipping it can guard the submerged areas effectively. Conversely, a Pyro attacking through the enemy's water can make use of it to ambush any enemy players they encounter.
*Robots being immune to [[critical hit]]s, [[afterburn]], [[critical hits#Mini-crits|mini crits]], and [[airblast]]s making Pyro relatively inefficient for for Robot Destruction.
 
  
 
=== {{class link|Demoman}} ===
 
=== {{class link|Demoman}} ===
 
*The delayed detonation of the [[Scottish Resistance]] and Sticky Launcher can be used to lay a carpet of stickies that can destroy enemy Robots before the enemy team is alerted.
 
*The delayed detonation of the [[Scottish Resistance]] and Sticky Launcher can be used to lay a carpet of stickies that can destroy enemy Robots before the enemy team is alerted.
*The [[Persian Persuader]] can pick up the Robot's [[gib]]s, restoring any health lost whilst attacking.
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*The [[Persian Persuader]] can pick up the Robot's [[gibs]], restoring any health lost whilst attacking.
 
*As there are no capture points, there is no benefit to equipping the [[Pain Train]].
 
*As there are no capture points, there is no benefit to equipping the [[Pain Train]].
  
 
=== {{class link|Heavy}} ===
 
=== {{class link|Heavy}} ===
*The short sightlines makes the spin up time on your minigun a liability. Consider aggressively spinning up if you think enemies are nearby, or switching to the [[Tomislav]] for better reaction time.
 
 
*Partnering with a Medic can help increase the amount of damage you do during your time in the enemy base.
 
*Partnering with a Medic can help increase the amount of damage you do during your time in the enemy base.
*The [[Gloves of Running Urgently]] can assist in destroying Robots, then quickly escaping the area if you spot enemies too tough to kill by yourself.
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*The [[Gloves of Running Urgently]] can assist in destroying Robots, then quickly escaping the area if you spot enemy groups too tough to kill by yourself.
  
 
=== {{class link|Engineer}} ===
 
=== {{class link|Engineer}} ===
*Building a [[Teleporter]] to the enemy base can assist your team in destroying Robots more efficiently.
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*Establishing a [[Teleporters|Teleporter]] and other buildings in the opponent's base provides a devastating advantage by maximizing the benefit of the spawn time disparity and setting up constant raids on the enemy robots and core.
 
*Making a nest in the enemy Reactor Core can be decisive.
 
*Making a nest in the enemy Reactor Core can be decisive.
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*Equipping the Gunslinger as your melee is useful when going offense against the robots since one can quickly build a mini sentry to aid in destroying the robots.
  
 
=== {{class link|Medic}} ===
 
=== {{class link|Medic}} ===
*An [[Ubercharge]] lasts long enough to destroy both robots at each station, allowing your team to score points even if you are unable to control the area.
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*An [[ÜberCharge]] lasts long enough to destroy both robots at each station, allowing your team to score points even if you are unable to control the area.
*It is not clear whether an Ubercharged player can pass through the lasers defending the core or can retrieve power cores/reactor cores.
 
  
 
=== {{class link|Sniper}} ===
 
=== {{class link|Sniper}} ===
*The close quarters inside both bases makes snipers generally less effective on this map. They do, however, make [[Jarate]] and the [[Machina]] somewhat more effective.
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*A Sniper can destroy Robots safely and quickly from a distance with approximately two fully charged shots, permitting nearby teammates to quickly retrieve the power cores or to bypass low-scoring robots altogether.
*Although the close quarters within the lobby and spawn area of both bases are not conducive to sniping, steady pressure from snipers on the upper decks of both the mid bridge and the A Robots bridge can be decisive in an engagement.
 
  
 
=== {{class link|Spy}} ===   
 
=== {{class link|Spy}} ===   
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**The Cloak can also allow Spies to get to the enemy Robots without being noticed.
 
**The Cloak can also allow Spies to get to the enemy Robots without being noticed.
 
*The [[Dead Ringer]] can allow you to quickly get behind enemy lines without having to sneak through players strategically.
 
*The [[Dead Ringer]] can allow you to quickly get behind enemy lines without having to sneak through players strategically.
*Because your cloak and disguise abilities allow you to remain in the enemy base longer than your teammates, allow a teammate to carry the reactor core if possible. Press "L" to drop it and follow behind, recovering/resetting it.
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*Because your Cloak and disguise abilities allow you to remain in the enemy base longer than your teammates, allow a teammate to carry the reactor core if possible. Press {{key|L}} to drop it and follow behind, recovering/resetting it if necessary.
 
*Just like escaping with the intelligence in CTF games, remember: Scout out, Spy nearby.
 
*Just like escaping with the intelligence in CTF games, remember: Scout out, Spy nearby.
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*Remember that when infiltrating the enemy base under disguise, you can heal damage you pick up on the way by passing next to their robots.
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{{Map Strategy Nav}}
  
{{Map strategy}}
 
 
[[Category:Game mode strategy]]
 
[[Category:Game mode strategy]]

Latest revision as of 02:00, 15 October 2024

This article is about Community Robot Destruction strategy.

Robot Destruction is a Mann Co. Beta game mode, so strategies may change until the final version is released.

General strategy

  • Unlike many game modes that establish clear attack/defense roles for each team, Robot Destruction's rules imply a shift between offense and defense over the course of the game. The more your team is ahead in points, the more attentive you need to be to "Hail Mary" attempts on your Core. At the beginning when there are no points to defend, your team should focus 100% on offense. By the end, when you have enough points in your Core to win, your team should be focused 100% of defense. Attention to this strategy can help a team deploy its limited resources most effectively over the course of the round.

Robots

  • Robots will heal over time after a short period of being undamaged, so there is little reason to attack a robot unless you can kill it.
  • Each stage of robots rewards approximately twice the points of the previous stage, rewarding clean sweeps through the enemy base much more so than individual hit and run raids on the A robots.
  • Having people wait by each level of Robot until they are unprotected can also speed up collecting.
  • The Ammo provided by Robot gibs rewards in-close attacks, rapidly recharging Miniguns and Flame Throwers for a sustained, overrunning assault.
  • Robots provide 5 health per second to nearby allies (compared to 10 health per second for a Level 1 Dispenser).
    • Hanging around robots is therefore a useful advantage when defending them and a good way to offset afterburn or to top up if you are low, but are not an efficient source for large amounts of health.

The Core

  • If the enemy doesn't have many points in their core, there's little point in stealing it. Waiting around it until they have an appropriate amount is may be a better choice, but balance the amount of points to be gained versus the time such an attempt will take you away from the fight.
  • As with the intelligence in CTF matches, having a team member nearby can help if you drop the Reactor Core.

Class-specific strategy

Leaderboard class scout.png Scout

  • Working in pairs allows Scouts to rapidly destroy Robots behind enemy lines, as well as to relay the Reactor Core if it is dropped.
  • Bonk can be particularly useful by allowing Scouts to bypass front line defenders and score points against undefended robots or recover/reset dropped cores.
  • When stealing the Core, the Sandman is a useful tool to stun enemies rather than attempting to fight or dodge past them.

Leaderboard class soldier.png Soldier

Leaderboard class pyro.png Pyro

  • Robots are immune to Critical hits, afterburn, Mini-Crits, and airblasts, making Pyro relatively inefficient for destroying these Robots; however, enemy players still need to be dealt with, so the normal roles of building defense, ambushing, airblasting into hazards, etc., still apply.
  • The large amount of water in both of Asteroid's bases makes the Neon Annihilator a very good choice of melee weapon, and a Pyro equipping it can guard the submerged areas effectively. Conversely, a Pyro attacking through the enemy's water can make use of it to ambush any enemy players they encounter.

Leaderboard class demoman.png Demoman

  • The delayed detonation of the Scottish Resistance and Sticky Launcher can be used to lay a carpet of stickies that can destroy enemy Robots before the enemy team is alerted.
  • The Persian Persuader can pick up the Robot's gibs, restoring any health lost whilst attacking.
  • As there are no capture points, there is no benefit to equipping the Pain Train.

Leaderboard class heavy.png Heavy

  • Partnering with a Medic can help increase the amount of damage you do during your time in the enemy base.
  • The Gloves of Running Urgently can assist in destroying Robots, then quickly escaping the area if you spot enemy groups too tough to kill by yourself.

Leaderboard class engineer.png Engineer

  • Establishing a Teleporter and other buildings in the opponent's base provides a devastating advantage by maximizing the benefit of the spawn time disparity and setting up constant raids on the enemy robots and core.
  • Making a nest in the enemy Reactor Core can be decisive.
  • Equipping the Gunslinger as your melee is useful when going offense against the robots since one can quickly build a mini sentry to aid in destroying the robots.

Leaderboard class medic.png Medic

  • An ÜberCharge lasts long enough to destroy both robots at each station, allowing your team to score points even if you are unable to control the area.

Leaderboard class sniper.png Sniper

  • A Sniper can destroy Robots safely and quickly from a distance with approximately two fully charged shots, permitting nearby teammates to quickly retrieve the power cores or to bypass low-scoring robots altogether.

Leaderboard class spy.png Spy

  • The major threat of enemy nests in your own base makes such installations a first priority.
  • Spies are good for stealing cores due to their Cloak ability.
    • The Cloak can also allow Spies to get to the enemy Robots without being noticed.
  • The Dead Ringer can allow you to quickly get behind enemy lines without having to sneak through players strategically.
  • Because your Cloak and disguise abilities allow you to remain in the enemy base longer than your teammates, allow a teammate to carry the reactor core if possible. Press L to drop it and follow behind, recovering/resetting it if necessary.
  • Just like escaping with the intelligence in CTF games, remember: Scout out, Spy nearby.
  • Remember that when infiltrating the enemy base under disguise, you can heal damage you pick up on the way by passing next to their robots.