Difference between revisions of "Community Swiftwater strategy"
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{{Map infobox | {{Map infobox | ||
| map-strategy = yes | | map-strategy = yes | ||
− | | game-type | + | | map-status = community |
− | | file-name | + | | map-name = Swiftwater |
+ | | map-game-type = Payload | ||
+ | | map-file-name = pl_swiftwater_final1 | ||
| map-image = Pl swiftwater.jpg | | map-image = Pl swiftwater.jpg | ||
+ | | map-released = {{Patch name|7|7|2016}} | ||
+ | | map-released-major = Meet Your Match Update | ||
| map-environment = Alpine | | map-environment = Alpine | ||
| map-setting = Daylight, sunny | | map-setting = Daylight, sunny | ||
− | | map- | + | | map-stamp-link = https://steamcommunity.com/stats/TF2/leaderboards/1363091 |
− | | map-health | + | | map-pickups-health-small = 14 |
− | | map-health | + | | map-pickups-health-medium = 8 |
− | | map-ammo | + | | map-pickups-health-large = 3 |
− | | map-ammo | + | | map-pickups-ammo-small = 4 |
− | | map-ammo | + | | map-pickups-ammo-medium = 7 |
− | + | | map-pickups-ammo-large = 9 | |
− | | map-bots = | + | | map-has-bots = yes |
}} | }} | ||
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== General strategy == | == General strategy == | ||
− | At the beginning of the round, BLU should coordinate a push with [[ÜberCharge]] as the RED team has a high advantage overlooking BLU's spawn. ÜberCharge is important to push as it will negate spam from above. | + | At the beginning of the round, BLU should coordinate a push with [[ÜberCharge]] as the RED team has a high advantage overlooking BLU's spawn. ÜberCharge is important to push as it will negate spam from above and Engineer nests. |
+ | |||
== Class-specific strategy == | == Class-specific strategy == | ||
=== {{class link|Scout}} === | === {{class link|Scout}} === | ||
====General==== | ====General==== | ||
+ | Use the vast open spaces effectively. There is a lot of room in the vicinity of checkpoint 1,3,4 to utilize your speed and aerial movement capabilities. | ||
+ | Make use of the multitude of buildings around the map. The large buildings make it perfect to flank the enemy without being spotted. The buildings also connect many parts of the map together, allowing a lot of routes to be made possible. | ||
=== {{class link|Soldier}} === | === {{class link|Soldier}} === | ||
====General==== | ====General==== | ||
+ | Like Scout, Soldier can capture or flank. While you capture, items like the [[Pain Train]] or any of the Banners will work best to capture. This works well because the Pain Train doubles your capture rate making you capture faster and the banners will help you tank more people while helping your team. If you flank, flanking is different from Scout because instead of running you should [[Rocket Jump]] to get behind the enemy. The [[Gunboats]] will help a lot when rocket jumping, but as helpful as it seems the [[Liberty Launcher]] is not a good pick. This is because as you get less damage in your jumps you don’t have enough power to kill off any of the classes. | ||
=== {{class link|Pyro}} === | === {{class link|Pyro}} === | ||
====General==== | ====General==== | ||
− | + | Pyro can work on either offense or defense. A Pyro on offense will best work in small rooms and short tunnels. If you have any of the flare guns you can use this to cancel out Snipers and make them run to a health pack as you cap. If not you can still play aggressive by flanking and getting the enemy team in a small place where you can go in for the kill. On defense, Pyro can use the [[Homewrecker]] to help Engineers and basically make their nests indestructible. Unless a Demoman with a [[Stickybomb Launcher]] or a Über-Medic with someone come around the corner, you can keep a good distance and kill any flanking enemy. | |
− | Pyro can work on either offense or defense. Pyro on offense best | ||
=== {{class link|Demoman}} === | === {{class link|Demoman}} === | ||
====General==== | ====General==== | ||
+ | As Demoman on offense the [[Sticky Launcher]] will be your best friend, as it will take out Sentry nests and Medic-combos. This will save your team the hassle of taking out Engineers and their buildings. Surprisingly enough, [[Demoknight]] works best on defense. This is because you have an easier time picking off targets on the enemy team. Also Demoknight on offense has a overall difficult time dealing with Engineers. | ||
=== {{class link|Heavy}} === | === {{class link|Heavy}} === | ||
====General==== | ====General==== | ||
+ | As Heavy you can be effective on offense or defense. On offense you can flank the enemy team and take out anyone that could pose a threat to your team. Try to focus on taking out Medic-combos, Snipers, and Engineer nests. On defense you want to stay close to the enemy cart and stop all ways of them to capture. | ||
=== {{class link|Engineer}} === | === {{class link|Engineer}} === | ||
====General==== | ====General==== | ||
− | + | Engineer can be extremely beneficial on both offense and defense. Engineer's can place [[Sentry Gun]]s and [[Dispensers]] to aid their team. Teleporters are also very useful as it allows teammates to get to places quickly. This can be used to deny any attempt to capture the Payload cart. | |
− | |||
− | |||
=== {{class link|Medic}} === | === {{class link|Medic}} === | ||
====General==== | ====General==== | ||
− | Using [[ÜberCharge]] to wipe out enemies and forward operating bases is effective as it impedes progress on their goals. | + | Using [[ÜberCharge]] to wipe out enemies and forward operating bases is effective as it impedes progress on their goals. The [[Amputator]] can be very helpful on defense as it will give you protection behind cover as you heal your team. |
=== {{class link|Sniper}} === | === {{class link|Sniper}} === | ||
====General==== | ====General==== | ||
− | + | Sniper is best on defense, some parts of the map has long sight-lines especially by the second capture point. This is where Sniper will shine the most. The Payload cart has a basically a strait tunnel for you to shoot into. As the enemy tries to get to the cart you can shoot them down. The only people you need to worry about is Spies and other Snipers. | |
− | Sniper is best on defense, some parts of the map has long sight-lines especially by the second capture point. This is where Sniper will shine the most. The | ||
=== {{class link|Spy}} === | === {{class link|Spy}} === | ||
====General==== | ====General==== | ||
+ | Spy can work on both teams but the strategy stays the same. Your job will to go to the enemy team and take out all goals of capture. On defense this in involves taking out people pushing the cart, and taking out Engineer nests. Your gun won’t be that helpful on defense as you will be using your knife to backstab people, the best option is to use the [[L'Etranger]] as it will give a good way of escape. | ||
{{Map Strategy Nav}} | {{Map Strategy Nav}} |
Latest revision as of 20:22, 20 January 2024
Swiftwater | |
---|---|
Basic Information | |
Map type: | Payload |
File name: | pl_swiftwater_final1
|
Released: | July 7, 2016 Patch (Meet Your Match Update) |
Developer(s): | Aaron "Schwa" McCallen Lemon |
Map Info | |
Environment: | Alpine |
Setting: | Daylight, sunny |
Bot support: | Yes |
Map Items | |
Health Kits: | ×14 • ×8 • ×3 |
Ammo Boxes: | ×4 • ×7 • ×9 |
Map Overview | |
This article is about Community Swiftwater strategy.
Note: It is recommended to read the main Swiftwater article first to become familiar with the names of key map locations used in this article.
General strategy
At the beginning of the round, BLU should coordinate a push with ÜberCharge as the RED team has a high advantage overlooking BLU's spawn. ÜberCharge is important to push as it will negate spam from above and Engineer nests.
Class-specific strategy
Scout
General
Use the vast open spaces effectively. There is a lot of room in the vicinity of checkpoint 1,3,4 to utilize your speed and aerial movement capabilities.
Make use of the multitude of buildings around the map. The large buildings make it perfect to flank the enemy without being spotted. The buildings also connect many parts of the map together, allowing a lot of routes to be made possible.
Soldier
General
Like Scout, Soldier can capture or flank. While you capture, items like the Pain Train or any of the Banners will work best to capture. This works well because the Pain Train doubles your capture rate making you capture faster and the banners will help you tank more people while helping your team. If you flank, flanking is different from Scout because instead of running you should Rocket Jump to get behind the enemy. The Gunboats will help a lot when rocket jumping, but as helpful as it seems the Liberty Launcher is not a good pick. This is because as you get less damage in your jumps you don’t have enough power to kill off any of the classes.
Pyro
General
Pyro can work on either offense or defense. A Pyro on offense will best work in small rooms and short tunnels. If you have any of the flare guns you can use this to cancel out Snipers and make them run to a health pack as you cap. If not you can still play aggressive by flanking and getting the enemy team in a small place where you can go in for the kill. On defense, Pyro can use the Homewrecker to help Engineers and basically make their nests indestructible. Unless a Demoman with a Stickybomb Launcher or a Über-Medic with someone come around the corner, you can keep a good distance and kill any flanking enemy.
Demoman
General
As Demoman on offense the Sticky Launcher will be your best friend, as it will take out Sentry nests and Medic-combos. This will save your team the hassle of taking out Engineers and their buildings. Surprisingly enough, Demoknight works best on defense. This is because you have an easier time picking off targets on the enemy team. Also Demoknight on offense has a overall difficult time dealing with Engineers.
Heavy
General
As Heavy you can be effective on offense or defense. On offense you can flank the enemy team and take out anyone that could pose a threat to your team. Try to focus on taking out Medic-combos, Snipers, and Engineer nests. On defense you want to stay close to the enemy cart and stop all ways of them to capture.
Engineer
General
Engineer can be extremely beneficial on both offense and defense. Engineer's can place Sentry Guns and Dispensers to aid their team. Teleporters are also very useful as it allows teammates to get to places quickly. This can be used to deny any attempt to capture the Payload cart.
Medic
General
Using ÜberCharge to wipe out enemies and forward operating bases is effective as it impedes progress on their goals. The Amputator can be very helpful on defense as it will give you protection behind cover as you heal your team.
Sniper
General
Sniper is best on defense, some parts of the map has long sight-lines especially by the second capture point. This is where Sniper will shine the most. The Payload cart has a basically a strait tunnel for you to shoot into. As the enemy tries to get to the cart you can shoot them down. The only people you need to worry about is Spies and other Snipers.
Spy
General
Spy can work on both teams but the strategy stays the same. Your job will to go to the enemy team and take out all goals of capture. On defense this in involves taking out people pushing the cart, and taking out Engineer nests. Your gun won’t be that helpful on defense as you will be using your knife to backstab people, the best option is to use the L'Etranger as it will give a good way of escape.