Difference between revisions of "Community Mercenary Park strategy"

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{{community strategy stub|A lot of content has been added to this article recently, but it needs a once-over to improve grammar and add additional detail.}}
 
{{correction}}
 
 
 
{{Map infobox
 
{{Map infobox
 
   | map-strategy              = yes
 
   | map-strategy              = yes
 +
  | map-status                = official
 +
  | map-name                  = Mercenary Park
 
   | name                      = Mercenary Park
 
   | name                      = Mercenary Park
   | game-type                 = Control Point
+
   | map-game-type             = Control Point
   | file-name                 = cp_mercenarypark
+
   | map-file-name             = cp_mercenarypark
 
   | map-image                = Yetipark 5.png
 
   | map-image                = Yetipark 5.png
   | release-date             = October 20, 2017
+
   | map-released             = {{Patch name|10|20|2017}}
   | last-updated              = March 28, 2018
+
   | map-released-major        = Jungle Inferno Update
 
   | map-environment          = Jungle
 
   | map-environment          = Jungle
 
   | map-setting              = Daylight, overcast
 
   | map-setting              = Daylight, overcast
   | map-deep-water           = Yes
+
   | map-has-deep-water       = yes
 
   | map-hazards              = [[Environmental death#Crocodiles|Crocodiles]], [[Pitfall]]s
 
   | map-hazards              = [[Environmental death#Crocodiles|Crocodiles]], [[Pitfall]]s
   | map-health-pickups-small  = 2
+
   | map-pickups-health-small  = 2
   | map-health-pickups-medium = 14
+
   | map-pickups-health-medium = 14
   | map-ammo-pickups-small    = 1
+
   | map-pickups-ammo-small    = 1
   | map-ammo-pickups-medium  = 11
+
   | map-pickups-ammo-medium  = 11
   | map-ammo-pickups-large    = 5
+
   | map-pickups-ammo-large    = 5
   | map-bots = 1
+
   | map-has-bots             = yes
 
}}
 
}}
  
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{{TOC limit|3}}
 
{{TOC limit|3}}
  
== General strategy ==  
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==General strategy==
 
===Offense===
 
===Offense===
 
'''Point A'''
 
'''Point A'''
*The Blu team has three ways to exit from the ''visitors center'' (their spawn) upon the start of the round: ''left exit'', ''middle exit'' and the ''right exit''. The ''middle'' and the ''right'' exit both lead into the gift shop, which then leads into the rightmost part of the ''playground'', the ''left exit'' leads directly to the ''playground''. Although all three exits lead into the same place, the ''left exit'' is slightly more preferred since it puts the Blu team in a slightly better position to quickly take the ''playground'' and the ''Mann. Co'' building later on.
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* The BLU team should strive to quickly take over the Playground, the large open area in front of their spawn, before proceeding to the Mann. Co Building.
 
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* The Mann. Co Building serves as an important springboard for launching an attack on point A, as it offers important [[High ground advantage|height advantage]] in the form of the Catwalks that overview the point.
*After the round starts and gates open up, the Blu team should be aggressively pushing out their spawn to try and take the ''playground'' as soon as possible. This should be rather easy since there are three options to choose from for the Blu when they will be entering the ''playground'' and that there are no [[Healthpack]]s or [[Ammo pack]] on the ''playground'' putting the Red team in a disadvantage considering that they won't have any healing sources immediately available to them compared to the Blu which will have they respawn cabinet to safely fall back to. After quickly taking over the ''playground'' the Blu team can move to capture the ''Mann. Co'' building. ''Mann. Co'' building is a large building complex almost surrounding the first capture point. The ''Mann. Co'' building is split into two parts. The first part and the second part. The first part is positioned right after the ''playground'' and comes '''before''' the first point (meaning it's the closest of the two Mann. Co buildings to the Blu), meanwhile the second part is positioned '''behind''' the first control point. You could say that the first control point is in between these two parts. Both parts of the ''Mann. Co'' buildings are directly connected via a pair of catwalks hanging above the first point. In order for the first control point to be captured the Blu team will have to take control over the two ''catwalks'' since due to their elevated position right over the first point, they offer significant [[High ground advantage|height advantage]] to anyone standing on them. Since the quickest access to these ''catwalks'' for the Blu is provided by the first part of the ''Mann. Co'' building the Blu team will first have to capture it and then move onto the ''catwalks''.
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* With the Mann. Co building taken, BLU team can use the Catwalks to rain down fire onto the defenders below.
 
 
*The first part of the ''Mann. Co'' building (from now on simply referred to as the ''Mann. Co'' building) has multiple entrances for the Blu team to pour into it. On the left side of the building, there is a doorway that leads directly to the point and an outdoor stairwell that goes to the second floor of the ''Mann. Co'' building. On the right side, there too, is a doorway which leads into the ''steroid room'' and from then on to the first checkpoint. On the right side, there is also a small opening on the second floor which can be accessed by [[Rocket jump|blast jumping]] up to it. Only on the second floor is there '''a path leading to the catwalks'''. Now that we know the locations we can move to the strategy. Since the second floor is the one that grants easy access to the ''catwalks'', a vitally important location for capturing the first capture point, then obviously the Blu team should capture the second floor first. As said earlier, there are two ways to do this, going up the outdoor stairs on the left side of the ''Mann. Co'' building or jumping up to the small opening on the right side. Blast jumping through the small opening on the right is a good route. This way you can surprise the Red team members positioned on the second floor as they will be expecting that the bulk of the Blu team will be coming through the outdoor stairwell. However, not every class has access to blast jumping meaning that the majority of the Blu team will have to go up the outdoor stairs to get to the second floor,  a move that will be anticipated by the defenders. In general, the best way to win over the second floor is to try and "squeeze" out the Red team on the Second floor by attacking them from two directions. The bulk of the Blu team should go up the outdoor stairwell to attract the attention from defenders meanwhile a small group of [[Soldier]]s and [[Demoman|Demomen]] will blast jump their way through the small opening on the right to attack the Reds backline and cause confusion and panic. After the upper floor has been secured the Blu team can rather easily proceed to kill/destroy the remaining Reds on the first floor and proceed to push out to the two ''catwalks'' now that they have safe access to them. With the control of the ''catwalks'', the Blu team can with ease destroy the defenders of the first capture point below them as now the Blu's have the height advantage over them allowing them to effortlessly wipe them out.
 
 
 
*With the Reds pushed back from the capture point the Blu team can secure the first control point and move onto the second one.
 
  
 
'''Point B'''
 
'''Point B'''
 
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* Bombarding RED's defenses on the Loading Bay from the Server Room, which is conveniently located right above the point, can be a big help in the capture of the B point.
*The second control point, the ''Lab'' is positioned in the second part of the ''Mann. Co'' building and has multiple ways to be approached from. The first way is to take one of the two shutters on either side of the second part of the ''Mann. Co'' building (From now on simply referred to as the ''Mann. Co'' building or just the ''building'') which takes you directly to point B. The other way is to go to the second floor of the ''Mann. Co'' building and by either walking to it using the ''catwalks'' from the previous point or take the left-most shutter door and walk up a set of stairs. After finding yourself on the second floor you can walk over to the ''server room'' and from then on to a set of platforms lined up against the wall overlooking the second control point. Alternatively, instead of going to the ''server room'', you can use another set of stairs to go from the second floor down to the former Red spawn putting yourself effectively in the Reds backline since the majority of the Red team will be positioned on the ''platform'' and the point itself.  
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** The Server Room is also excellent for jumping right into RED's defenses with an ÜberCharge.
 
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* Alternatively, some BLU attackers can take the Staircase in order to flank behind the RED team. This route is particularly useful for cutting of RED's only means of escape when point B falls.
*Capturing the second control point should be relatively easy. As we can see from the short overview of the second point's location given above, we can conclude that the key to capturing the second point is securing the second floor of the ''Mann. Co'' building. The second floor is immensely important to the Blu team as it has two very powerful routes leading from it. One of the routes (the ''server room'') grants you an elevated position right above the second point which basically translates to '''huge high ground advantage''' over the Red defenders, and as we saw from point A, controlling the high ground position over an objective usually means that you are rather easily going to be able to win that objective, and the second point is not an exception. In addition to being provided the height advantage, the second floor also provides you with a flank route that leads right past the Red's first spawn and into the Red's backline. This means that while you're pummeling the poor Red team from the high ground, you also get an option to sneak behind them and deal devastating damage making capturing point B all that easier. Of course, in order to gain access to these two very "destructive" flank routes the Blu team is obviously going to have to capture the ''second floor'' in the first place. Luckily for the Blu's, taking hold of the ''second floor'' should be an easy task to do. Unlike back at point A, where the Blu team had to fight its way up to the second floor from the low ground, this time the Blu team won't have to do rigorously climb up the stairs while being bombarded by the Reds from above. Instead, the Blu already has a straight route leading directly to the ''second floor'', the '''catwalks'''! As we said earlier, the second floor can also be accessed by the ''catwalks'' which are a much safer and quicker path to the ''second floor'' than the only ''stairs'' on the Blu side. And to make matters even better for the Blu team, once the first point is control point is captured the Blu spawn moves from the ''visitors center'' to the first part of the ''Mann. Co'' building. And this second spawn is positioned practically right in front of the ''catwalks'' meaning that as soon as the Blu members spawn in their forward spawn they can immediately walk over the ''catwalks'' and find themselves on the ''second point'', keeping up the pressure on it. And due to the way the ''second floor'' is structured, it is very hard to defend. Considering all of these things together, it's safe to assume that any semi-competent Blu team will be able to clear out and secure the ''second floor'' just by taking the ''catwalks'' and walking to it.
 
 
 
*Now that the Blu team holds control over the second point, all they have to do is utilize the two important routes leading from the ''second point'' and they will be able to capture the control point B with ease. So, by orchestrating a combined assault from the ''server room'' and the other route which leads to the Red's back the Blu team will manage to achieve a sort of a crossfire where they are bombarding the Red positions from the high ground on the side and pummeling their backline from the other side. This results in Red's defenses crumbling from the intense pressure getting applied from all directions and the Blu capturing the B point and moving to the final control point.  
 
  
 
'''Point C'''
 
'''Point C'''
 
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* The quickest way to reach the final control point is by going through the Elevator Shaft. However this is ill-advised, as it can easily be cluster-bombed with explosives. This route should only be used either when RED team hasn't had enough time to setup a proper defense, or when they are too distracted with BLU attackers coming in from the flanks.
*Once the second capture point has been secured the Blu team can now move onto the final control point, point C, or the '''''Lab'''''. Let's first discuss the ways for the Blu team to enter the C point. There are three ways to enter into the last point (From the Blu's side of course). The first way is about entering through the ''elevator shaft'' (the finale [[chokepoint]]), the second option is to climb up the stairs, go through the ''elevator cage'' and end up in the ''Institute for Research and Development'' (or YTI room for short), in the YTI you can either proceed to the point or go through an even bigger flank route, and that is the route through the ''vents'', through the ''cave'' and finally up the ''side stairs''
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* Accessible through a flight of stairs immediately after exiting the BLU spawn is the YTI Room and Ventilation Shaft, which offer BLU an ability to flank behind RED defenders perched behind and to the sides of Point B.
 
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** Near the Ventilation Shaft is a Broken Window, through which explosive classes can lob [[projectiles]] in order to dismantle RED's defenses.
*As we can see, there are three ways for the Blu team to enter into the final capture point, and all three of them have their advantages and disadvantages. Going through the ''elevator shaft'' is the quickest way to reach the final control point, however, it's also the most dangerous one. The ''elevator shaft'' is a chokepoint, meaning that due to its crampedness, going through it limits your mobility options thus making you an easy target for the defending team. Funneling an entire team through this chokepoint is even more dangerous since a single explosive welding class can easily shut down any pushes coming from the ''elevator shaft''. And let's also not mention the fact that once you get yourself in one piece through the shaft you'll find yourself on the low ground in front of the entire enemy team which will be positioned upon the platforms. For all these reasons, pushing through the ''elevator shaft'' is not recommend unless you have an [[ÜberCharge]] with you, in that case pushing through that chokepoint is highly advisable. As we said earlier, going through the ''elevator shaft'' is the quickest way for reaching control point C, and once you pass through it you'll find yourself right in front of the bulk of Red defenses. In the majority of situations, coming up against the entire enemy team usually results in your death, but when you are Übered, your invulnerable to all damage in which case you want to get as close as you want to the enemy and as fast as possible to ensure that they don't escape your Über push alive. For that reason, if you have an Übercharge to spare, using it to push through the ''elevator shaft'' is the quickest way to ensure victory.
 
 
 
*But if you don't have an Über/[[Medic]], then you need to considering taking different flanks routes in order to defeat the Red's defenses, as mentioned earlier, pushing through the ''elevator shaft'' without an Übercharge is certainly not going to result in anything other then pointless death. One other route the Blu team can choose from is the ''YTI'' room. The ''YTI'' room sits at the Red's left flank. The ''YTI'' room isn't a flank route itself, but it is just a small room that has two important flank routes leading from it. The ''ventilation shaft'' which can get you behind the enemy, and an unnamed path which leads to the Reds platform, a powerful position surrounding the ''lab'' where the majority of Red defenders will be located. In order to gain access to these two side routes, we will need to first take control of the ''YTI'' room. That shouldn't be too hard of a task to do. Ironically enough, to reach the ''YTI'' we will need to first pass through the ''elevator cage'', a chokepoint positioned right above the ''elevator shaft''. Luckily for the Blu, traversing this chokepoint shouldn't be too hard considering that unlike the ''elevator shaft'' below us, this chokepoint doesn't put the Blu members at a height disadvantage and the YTI room is, in general, a hard room to defend for Red.  
 
 
 
*After pushing through the chokepoint and into the ''YTI'', the Blu will be presented with two options, either take the unnamed path which leads to the Red platform or take the ''ventilation shaft''. The ''unnamed path'' is a more direct route to the enemy. Taking it will put you right on the left side of the platform the Red team will be standing on allowing you to pressure them directly. While you are fighting for the control over the ''platform'' and thus the control of high ground over the final point, some Blu members can flank even more behind the Reds by taking the ''ventilation shaft'' which puts you in the prime position to surprise the enemy which will most likely be busy with fighting your teammates who are coming up on their right flank. If you manage to pull off this attack from both the left and behind of the Red, their defenses will start to crack and they will be preoccupied with securing their rear and they're right that they will usually completely forget about the ''elevator shaft''. The Blu teammates, which otherwise wouldn't be able to pass through the ''elevator shaft'' safely will no be capable of doing so, rushing through the chokepoint to deliver the final blow to the Red team and ultimately winning the final point and thus the round.
 
  
 
===Defense===
 
===Defense===
 
'''Point A'''
 
'''Point A'''
 
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* The Playground area has many disadvantages for the defenders, including the lack of [[pickups]] and the close proximity to BLU's spawn. Putting the main defenses (such as Sentry Guns) in a more defendable position is advised.
*The Red strategy for the first control point is all about holding the second floor of the ''Mann. Co'' building thus denying the Blu's access to the ''catwalks'' ultimately denying them the height advantage they need to capture the first point.
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** The Mann Co. Building is a good spot for this as it offers good high ground advantage and plenty of cover over the BLU team.
 
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* If the enemy team pushes past your defenses, falling back to the Catwalks can prove vital in keeping the BLU team away from the A point.
*As soon as the round starts you should just abandon the ''playground'', it's a hard area to hold, has no cover to hide behind and no Healthpacks or Ammopacks for the Red team, as soon as the Blu team starts showing competence simply retreat out of the ''playground'' to the second floor of the ''Mann. Co'' building. This is where the bulk of your defenses should be. Denying the second-floor ad thus the entire building is the key to preventing the Blu team from capturing control point A. Keep an eye on the two main ways to climb up to the upper floor and watch out for any Blu members trying to use these routes. If the second floor falls try and keep control over the two ''catwalks''. Even though holding the ''catwalks'' will be a difficult task to do with the Blu team now in control over the second floor and thus direct access to the ''catwalks''. But it is still possible to prevent the Blu team from capturing them by positioning a couple of [[Sentry Guns|Sentry Gun]]s and [[Heavies]] on the ''catwalks'' to make it as difficult as possible for the Blu team. However be aware, after taking control over the ''Mann. Co'' building is pretty easy for the Blu team to quickly capture the ''catwalks'' even with good defenses positioned up there so be prepared to retreat as soon as things start to go badly.
 
  
 
'''Point B'''
 
'''Point B'''
 
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* As with Point A, high ground denial gives a big advantage in stopping the BLU team from capturing the point. If the BLU team pushes out to the high ground overlooking the point, the one-way door makes it relatively difficult for them to retreat. Focus the enemies quickly to avoid your team being wiped out from above.
*If the Red wants to try and prevent this point from being captured then you're going to have to put up a strong defense and some coordination to defend it successfully.
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* Additionally, RED team should focus on preventing BLU flankers from breaking out of the Stairwell room and locking down the one-way gate that leads out of the Server Room.
 
 
*First order of business should be preventing the Blu team from securing the second floor as the control of that location gives them access to a whole lot of devastating routes. However, doing this is rather easier said than done. Unlike when defending the second floor of the ''Mann. Co'' building's first part, the Red team won't have to climb up to the second floor this time around. As mentioned earlier, they will now have a '''direct''' route leading straight to the second floor without needing to struggle to climb up to it. This means that that the defense of the second floor has gotten a whole lot harder, maybe even impossible. For that reason, the best way to hold onto point B and prevent the BLU team from capturing it is not to fight the Blu team on the second floor, but to make the Blu's position on the second floor worthless by locking them in it. The major downside of the second floor is that it provides only two routes leading from it to point B. As said earlier those routes are pretty powerful but since there are only two of them, with enough Red supervision they can be locked down. There is a gate that leads from the ''server room'' to the powerful position on the elevated platforms above point B, that gate could be easily sticky trapped and since it is a one-way gate once the Blu team members pass through it they cannot retreat. The small stairwell which leads from the second floor into the Red's flank first goes to a large room which then leads to the Red's backline. Since this room is very large it can be easily locked down by positioning a [[Sentry Gun]] or a couple of [[Heavy|Heavies]] in it to prevent any Blu members from going in it.
 
 
 
*In general, if you manage to lock down these two routes successfully, then the great advantage the second floor could have provided for the Blu teams suddenly becomes a disadvantage as now they are locked on it.
 
  
 
'''Point C'''
 
'''Point C'''
*Defending the last point revolves around holding the ''YTI''. The ''YTI'' room leads to two devastating flank routes so holding it is a top priority. Defending the ''elevator shaft'' shouldn't be too hard considering that the room is a [[chokepoint]] meaning that having a single Sentry Gun and few power classes defending it will be sufficient for denying any enemies trying to push through it. Defending the YTI room also shouldn't be a hustle. The ''elevator cage'' is the only route that leads into the YTI and just like the ''elevator room'', the ''elevator cages'' act like sort of a chokepoint meaning that defending it should be relatively easy.
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* The YTI Room (aswell as the Ventilation Shaft that branches from it) allows BLU to flank and destroy Sentry Guns from outside their range. As such, it is an important part of the map to keep a hold of.  
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** [[Engineer]]s can place down [[Dispensers]] to encourage their teammates to stay around the area.
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** Explosive classes can shoot projectiles over the thin glass pane that separates the YTI room into two.
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** [[Pyro]]s can airblast ÜberCharged attackers to prevent them from fully taking over the area.
  
*All in all, holding last isn't too hard. There indeed are three routes for the Blu team to approach point C however, two of those routes (the ventilation and the path both leading from the YTI) can be denied from the Blu team by simply holding control over the YTI, which is rather effortless.
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== Class-specific strategy ==
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=== {{Class link|Scout}} ===
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'''Offense'''
 +
* Take advantage of the Playground's open and spacious nature, where you can comfortably exercise the plethora of your movement options.
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* Avoid climbing up to Mann Co. Building's second floor, as it is often covered by RED Sentry Guns. The lower floor is easily bypassed using the [[Bonk! Atomic Punch]], allowing for easy flanking or destruction of [[Teleporters]] at the enemy spawn.
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** Alternatively, you can use the [[Soda Popper]]'s quintuple jump to access the open windows on the right side, giving an extra element of surprise.
 +
* RED players that bunch up around the Loading Bay are vulnerable to the [[Mad Milk]]'s area of effect.
 +
* Use the Bonk! Atomic Punch to flank behind the enemies again. If Point B is captured, rushing to the final point in order to harass RED Engineers trying to setup a defense can give your team enough time to fight their way through to the final point.
 +
* The area around the final control point is very spacious and full of various obstacles and props to jump off. However, this area will often contain Sentry Guns. Consider flanking through the vents and taking out unsuspecting enemies instead or using you [[Pistol]] to take out the Sentry Guns from a safe distance.
  
{{expandlist}}
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'''Defense'''
 +
* The Playground can be a great place to to exercise your impressive mobility, but watch out for BLU [[Sniper]]s aiming at you from their spawn.
 +
* The tight spaces of the Mann Co. Building allow for the Mad Milk to easily hit multiple targets.
 +
* Use the Transport Cages to exercise your maneuverability and turn yourself into a difficult-to-hit target.
 +
* The [[Force-A-Nature]]'s [[knockback]] is useful for pushing the attacking BLU members into the water.
 +
* You can access the Lab's upper floor by performing a Force-A-Nature jump through a dropdown near the Stairwell.
 +
** The upper floor's tight hallways limit your movement and make you easy pickings for explosive classes, so be careful when traversing it.
 +
* The Scout can excel at defending the final control point using the Pit's spacious nature to attack any BLU members which make it past the Elevator Shaft or the YTI room.
 +
** Due to the [[chokepoint]] nature of these sections, the Mad Milk can easily stop or severely weaken a push.
 +
* If the BLU successfully controls the YTI Room, the Ventilation Shaft can be climbed using the Soda Popper's HYPE jumps, allowing for an unexpected flank.
  
==Class-specific strategy==
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=== {{Class link|Soldier}} ===
=== {{class link| Scout }} ===
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'''Offense'''
*This map is a decent map for Scouts. It isn't the most open map in the world, in fact, majority of the fighting takes place in an enclosed environment, but there are certainly plenty of flank routes to get around the enemy team and the buildings you will be spending majority of your time  fighting in are relatively open still giving you room to use your mobility to dodge incoming danger. There is also plenty of ramps, crates, ledges and other random vertical geometry sticking out of the ground which is pretty good for a Scout you as it allows you to jump around on these things and make yourself a much harder target.
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* Use your [[Jumping#Soldier jumps|rocket jumps]] to quickly access the Mann Co. Building's second floor through the right-side window. Any Sentry Guns can be corner peeked from here, especially with the two pickups present.
 +
* Use the Catwalks as well as the Transport Cages to rain down explosives onto RED holdouts around point A.
 +
* The enclosed nature of the Lab's upper floor makes it a perfect environment for your splash damage.
 +
** Once the upper floor is secured, Sentry Guns around the point can be easily bombarded from the high ground. Be careful of the one-way gate, however, as there is no turning back without a teammate.
 +
** Another angle to attack the Loading Bay from is to flank around it via the Staircase, but beware of any enemies crossing this area.
 +
* Use the [[Direct Hit]] to quickly take out RED's Sentry Guns located around the final control point by attacking them outside their range. This can be accomplished by either attacking them from the Broken Window or the YTI Room.
 +
* Use the YTI's room ever so slight height advantage to your advantage, such as by pressuring RED defenders located on the elevated platform behind control point C.
 +
* A [[Battalion's Backup]] charge can aid in pushing through the Elevator Shaft, as its tight space will concentrate a lot of damage to the same area.
  
*'''On Blu''' you should obviously be flanking behind the defenders to disrupt they're backline. This map offers quit a lot of flank routes giving you plenty of room to dodge high traffic areas and the majority of common Sentry spots (See the image of common Sentry positions down below in the [[Engineer]] strategy). On the first point, it is recommended that you take the the ''right most exit'' out of spawn and rush past the ''gift shop'' so that you can quickly get into the ''Mann.Co'' building and if you are fast enough you can also even reach the first control point. If the ''Mann.Co'' building is heavy guarded any you can't get behind then you can either use the [[Bonk! Atomic Punch]] or stick with your team to try and clear out the ''playground'' and then push into the ''Mann.Co'' building in coordination with your team. On the second point, the best route for you to take would be to head up to the second floor, go down the stairs which lead into the Red first spawn and find yourself in the Reds backline relatively easily. And the final point try to rush to the ''YTI'' room before the Reds have time to setup a base there and go through the ''ventilation shaft'' to once again find yourself in a powerful position behind them while avoiding all the common Sentry spots. Alternatively, you can help out your team who will be pushing through the ''elevator shaft'' by drinking the Bonk!Atomic Punch and distracting the enemy [[Sentry Gun]].
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'''Defense'''
 +
* The wide and open nature of the Playgroun' is well suited for a rocket jump orientated playstyle. The [[Market Gardener]] can be used to kill unsuspecting players.
 +
* BLU members using the stairs on the right side of the Mann Co. Building can be knocked back using your Rocket Launcher's rockets.
 +
* The upper floor of the Lab is well-suited to your combat expertise, fight rigorously for its control.
 +
** You can rocket jump through a dropdown near the Staircase, thus appearing unexpectedly behind BLU members traveling to the Server Room.
 +
* After point B's fall and during your retreat towards the final control point, rocket jump up to the area above the Elevator Shaft and quickly secure the YTI room for your team.
 +
* A [[Kritzkrieg]] attack on a BLU team attempting to push through the Elevator Shaft can be devastating, as they will all be clustered up together. Make sure to notify your Medic, if you have one, when you see such an arise opportunity.
  
*'''On Red''' you can also try and flank behind the attacking Blu team, but your main goal should be in preventing the Blu Scouts and his teammates from doing the same. In other words, you should be playing on the flank to prevent the flankers and then after the enemy flankers have been defeated you yourself can go flanking. On the first point, "playing" in the ''playground'' is great as it is a wide open space making it just perfect for you, try and delay the enemy as much as you can here. Playing in the area just above the point A by jumping on the shipping crates and the ''catwalks'' can make you a really hard target to hit and consequently, a solid obstacle to the Blu team trying to claim the ''catwalks''. On the second point, you should position yourself by the open area in front of the first Red spawn to duel out the Blu members trying to get from the ''second floor'' to your teams backline and prevent them from doing that, you can occasionally even run up to the second floor for some sneak attacks on the Blu but be aware, second floor is very cramped so as soon as the Blu's up there start getting a hold of you, you should retreat and bait them into a more open area to fight them. If the area is clear you could even  head to a set of stairs near the first point which leads to the second floor from the Blu side, this way you can surprise the Blu members on the second floors as they won't expect an enemy attacking them from the direction of they're spawn. On the final point you can't do much, the two chokepoints the Blu team has to pass in order to get to the final point are much better guarder by explosive wielding classes and you can't do much to secure them. A recommend thing to do would be to take the [[Mad Milk]]. Its large area of effect can allow you douse enemies passing through one of the chokepoints.
+
=== {{class link|Pyro}} ===
 +
'''Offense'''
 +
* The area behind the left most spawn exit is a prime space for a [[Spy]] to uncloak, make sure to [[Spy checking|Spy check]] those areas to prevent a chainstab on your team.
 +
* The [[Detonator]] gives you the ability to quickly change floors in the Mann Co. Building, allowing you to surprise enemies from below.
 +
* If a Sentry nest on the Loading Bay gets destroyed, you can quickly drop down from the Server Room and use the [[Phlogistinator]]'s guaranteed Critical hits to wreck total havoc on RED defenders.
 +
** Alternatively, if your team is pressuring the nest, flank from behind with the [[Backburner]] for devastating damage.
 +
* You can shoot through the Broken Window with your Flare Guns in order to [[Fire|ignite]] RED team members defending the final control point, without exposing yourself to fire from their Sentry Guns.
 +
* The [[Dragon's Fury]]'s extended range and higher damage against [[buildings]] makes it an excellent choice for defeating the Sentry nests in and around the Pit.
  
=== {{class link| Soldier }} ===
+
'''Defense'''
*Soldier is a good choice for the Mercenary park. This map is rather cramped making your rockets more easier to hit, but the map is open enough to justify [[Rocket jump]]ing and using it to gain the upper hand over your enemies.
+
* Hiding in the Shipping Containers waiting for BLU to start capturing the first point, then ambushing them with the Backburner can cause significant chaos and destruction to the BLU team.
 +
* Use your [[compression blast]] to push enemies into the water, killing them instantly.
 +
* Your [[Flame Thrower]]'s compression blast is vital for preventing ÜberCharged players from jumping out of the Server Room and wrecking havoc on your teammates.
 +
* Use the tight corridors of the Ventilation Shaft, used by BLU as a means of flanking, to your advantage.
  
*'''On the offensive team''' your main focus should be to use your rocket jump ability to take key high ground positions from the Red team and occupy them and to work in conjunction with your [[Demoman]] to take down Red's Sentry nests. When fighting for the first point, the main focus of your teams attack will be  the ''Mann.Co'' building, more specifically, the ''Mann.Co's'' building second floor.  Reaching the second floor can be rather tricky for the Blu's as since there is only one route leading to it and that's the ''outside staircase'' on the left side which can be easily controlled by the Reds. Or... is there is only one entrance to the second floor? For anyone who can't rocket jump, there really is only one option to chose from as they will have to take the outside stairwell to get to the second floor, but for you there is another alternative route you can take. On the right side of the ''Mann.Co'' building there is a small opening in the wall of the second floor. This opening is out of reach for anyone who can't jump high enough to it, but you can rocket jump, which allows you to propel yourself high enough to reach the small opening and thus the second floor. When you go through the opening, you'll find yourself in a small room which leads to the right to the Red teams backline. The Reds holding out on the upper floor will usually be focused on keeping control over the ''outside staircase''  on the left side since that is where they expect the Blu team to come from, this usually means that they completely forget about the right side of the building allowing you to exploit there mistakes and attack them from behind. Alternatively, you can go through the  lower floor of the ''Mann.Co'' building by taking the left hallway which leads straight to the point, after exiting onto the area of the control point, you can simply rocket jump directly onto the ''catwalk'' itself and surprise the Reds from an even more unexpected direction. After clearing out the ''Mann.Co'' building you and your team will move into assaulting the point A itself. When doing this you want to position yourself up on the ''catwalks'' to rain down rockets down on the Reds.
+
=== {{class link|Demoman}} ===
** After your team is done with the capturing of the first control point you can move onto the second point, as always, you want to take the high ground. You can do this by using the ''catwalks'' to once again get to the second floor, clear it out and them move over to the ''server room'' where you you can reach a set of elevated rails positioned right above the second point. From this elevated position you can target the enemy sentry placements on the ''platform'' and the enemies positioned around the point. Be careful though, once you pass through the gate which leads from the ''server room'' to the rails you can't go back as that gate is one-way only. Instead of going to the ''server room'' to reach the ovehanging rails, you may choose to try and flank the enemy team from behind by going from the second floor to the ''Reds first spawn'', a common flank route for Blu players trying to get into the Red's backiline, however, this position is not good for you, the area in front of the ''Reds first spawn'' is very large and open without any high ground to occupy. For those reasons, going this route is not recommended,
+
'''Offense'''
** As your team is capturing the second point you should quickly more forward to establish an important stronghold in a certain room in order to gain an upper hand when the attack on the final point begins. This room which should be captured and secured immediately is the  '''''YTI''''' room which is a very important room for the Blu team as it grants them access to  two powerful flank routes. Usually, the Red team understand the importance of the ''YTI'' room, and as they are retreating from the second point they will attempt to capture the room for themselves in order to deny the Blu team the powerful position that the room has to offer, but this is where you come in, before the Red team has a chance to establish a foothold in the ''YTI'', you can quickly dash forward, rocket jump up to another second floor, fly above all the retreating enemies and swiftly capture the YTI before anyone even reaches it, if other classes  on your team had the task of trying to secure the ''YTI'' room before the Reds even set there foot there they would fail rather hard as they would first have to fight through the retreating Red teammates and won't be able to just rocket jump over them like a Soldier can. After doing that, you can holdout in the ''YTI''  and wait for your team to catch up to you  and then together with your team make a massive push from the YTI right into the Red's left flank.
+
* An elevated opening in the Mann Co. Building's right side can be used to [[Jumping#Demoman jumps|sticky jump]] your way behind your enemies' lines.
 +
* You can [[Charging|charge]] into a rock near the left spawn exit in order to fling your self towards the Mann Co. Building.
 +
* Behind the Shipping Crates, on either of the Catwalks or on the other side of the Docks are positions that RED Engineers will often build their nests. Use the Catwalks to take out these nests from above.
 +
* Use the platform above point B to bombard RED's members trying to defend it.
 +
** This position also provides a good view of the Loading Bay, where a Sentry Gun may be placed. Alternatively, flanking it by using the Staircase can help distract from your teammates trying to destroy the nest from the other side.
 +
** If your team does not have control of the upper floor, then neither of these two options are available; meaning that you are going to need to approach the Loading Bay directly, preferably with a Medic.
 +
* An ÜberCharge is often required in order to push through the Elevator Shaft and destroy the common nesting spots around the Pit.
 +
* The [[Loch-n-Load]]'s increased projectile speed allows you to take potshots at RED Sentry Guns from the broken window.
  
*'''When on the defense''' your main priority should be to obviously hold the high ground and bombard the Blu players trying to capture the control point. On the first point, you can simply choose to stay up on the second floor of the ''Mann.Co'' building and rain down rockets on Blu players trying to climb up to your position, if the ''Mann.Co'' building is lost then you should retreat to the the ''transport cages'' to deny the Blu players trying to take over the ''catwalks'', you can occasionally go into the now hostile environment of the ''Mann.Co'' building itself to quickly deal a lot of damage to the Blu attackers there before hastily retreating. On the second point, you should position yourself up on the upper floors to challenge the Blu team trying to take over the second floor and thus gain control of the two devastating routes for the Red team (the ''server room'' and the route leading to the ''Red's first spawn''). Defending this area won't be easy as the Blu team has a direct access to the second floor from they're spawn. But the second floor is quit cramped  and tight which is perfect for your primary weapons which all function best in these environments. While defending the upper floor, you need to delay the Blu team's advance as much as possible and make sure that they pay for every inch of it. If they take the second floor you can then rocket jump up to the elevated rails leading form the ''server room'' to try and delay them even further by blocking one of the key areas for the Blu. When defending the last point, you primarily want to focus on securing the YTI room. For the Blu team to get to the YTI room. Youcan do this effectively by making a small rocket jump onto one of the servers in the room to give your self a small height advnatage.
+
'''Defense'''
 +
* Use your stickybombs to stop the enemy from capturing the Mann Co. Building. The [[Scottish Resistance]] can be used to defend both sides of the upper floor at once, securing the high ground for your team.
 +
* Preventing BLU from accessing the high ground offered by the Catwalks is vital. Use your secondary weapon to lay traps on the two doorways that lead to the Catwalks.
 +
* Attackers will often use the Server Room to try and threaten point B from above. Prevent this by stickytrapping the Server Room's one-way gate.
 +
* The [[Loose Cannon]]'s increased knockback is useful for knocking back BLU attackers trying to push through the Elevator Shaft, even when ÜberCharged.
 +
* Use the arc of your projectiles to bombard BLU players from the other side of the YTI room, keeping yourself safe behind a glass pane.
  
=== {{class link| Pyro }} ===
+
=== {{class link|Heavy}} ===
* Mercenary Park has many [[Chokepoint|choke points]] in tight, indoor areas. Flamethrowers, a powerful choice for close range combat, can be used to manipulate the choke points to your advantage either offensively or defensively.
+
'''Offense'''
** Paired with a [[Kritzkrieg]] Medic, you become especially terrifying to enemy teams.
+
* Be careful while traversing the Playground, as its vast sightlines leave you vulnerable to Snipers.
*Stick to the side routes on the middle point. With how many walls and props there are in the way, you become a lot sneakier, and you can also take advantage of the [[Environmental hazards|alligator pit]] by way of your [[airblast]].
+
* Use the open shipping container to sneak behind the enemy team and destroy their buildings from behind.
*On defense, it is possible to [[Jumping#Pyro jumps|Detonator jump]] from the outside of the control point building to the BLU spawn. Many players will not expect such an aggressive move from a Pyro at long distance.
+
** Alternatively, you can stay on top of the Containers by jumping from the Catwalks, allowing you to fire down on the enemies around point A. Although this does leave you exposed to Snipers.
** If you don't close the gap, it could often be better to fall back towards the building or go under the BLU spawn, as the open hills put you at a disadvantage.
+
* The first floor of the Lab is dominated by long Sniper sightlines, making safely approaching the second point difficult. The upper floor's narrow and tight spaces work in your favor, while also allowing a way to bypass the Snipers.
*Take note of the blind corners inside the buildings. Using these to your advantage is often better than pushing directly, as you can deal massive damage before enemies have a chance to react.
 
**If you are attacking a Soldier or Demoman, prepare to airblast around a second after igniting them, as many will respond by firing a rocket or bomb without thinking.
 
**Corners are especially useful. Airblasting classes up and into the building's corners lets you close in quickly, upsets their aim, and can typically set you up for a combo (ex. hitting with the Axtinguisher.)
 
 
 
=== {{class link|Demoman}} ===
 
*The Demoman has quit a lot of potential on this map as this map is filled with quit a lot of chokepoints and in general plenty of tight area.
 
 
 
*'''On the Blu team''', your main concern should be about dealing with enemy [[Sentry Gun]]s. Since that will be your primary job its good to know all the common Red sentry positions so that you can effectively deal with all the Sentry Guns coming your way, so here is a list off all common Sentry Red sentry positions and how to deal with them effectively (if your having trouble visualizing the placement of these Sentry Guns then you can scroll down to the Engineer guide and take a look at the Mercenary Park map of all the common sentry spots): On the first point, you are going to greet the Red Sentry nests when you arrive at the ''Mann.Co'' building, more precisely, the left side of the second floor of the ''Mann.Co'' building, or in other words, right above the ''steroid room''. There are two ways to destroy this Sentry nest, the easiest way would be to [[Sticky jump]] through a small opening in the wall of the second floor right above the entrance to the ''steroid room''. By getting up here you will find yourself in a small room which is right next to the location which usually contains common Sentry nests. In this room, you can prepare your attack before heading through the doorway to face the Sentry nest in front of you. Destroying this particular Sentry nest is rather easy, using the doorway to corner peek the Sentry Gun will get the job done, just be prepared for the onslaught of angry enemies coming at you when the you destroy the gun since this sentry nest is a common resting place for Red teammates who often come here to heal of the friendly [[Dispenser]]. For that reason it might be wise to retreat back into the room you just came out of and use your [[Stickybomb Launcher]], or any other sticky launcher for that matter to place a couple of Stickybombs on the doorway leading to you, so that chasing enemies get a surprise of there life once they step into the room. Other way to destroy this common Sentry spot would be to head to the ''steroid room'' directly and then destroy the Sentry nest positioned on platform above you from below by using the the arch of your weapons, this strategy could work out pretty well too, but note that while your shooting at the Sentry above you you will be on the low ground for a good amount of time. When the ''Mann.Co'' building is captured then the common Red defensive holdouts become the ''catwalks'' and the small areas behind the ''transport cages'' and the ''docks''. Destroying the Sentry positions on the catwalks are pretty simple, just fire your Grenades and Stickybombs at the ''catwalks'' through the windows on the ''Mann.Co'' building which are overlooking the first capture point. When trying to target the Sentry positions behind the ''docks'' or the ''transport cages'', position yourself on the ''catwalks'' or on top  of the transport cages to get a good angle on those sentry positions.  
 
** When attacking the capture point B, the most common sentry nest position is on the ''platform''.  The most effective way to destroy this Sentry nest is to get to the another second floor of the ''Mann.Co's'' building '''second part''' and proceed to the ''server room'' where you can step on a couple of overhanging rails placed right above the point, from this position you can get a very good angle on the Sentry nest positioned on the ''platform'' and assuming your team can take control over the second point you usually don't have to fight any enemy team members on your way to this position. Other way to destroy this Sentry Guns is to sneak behind it by taking the route leading from the second floor to the ''First Red spawn'', thus sneaking into the Reds backiline. But this second plan is rather risky as it put you in a lot more open area where you are more vulnerable to Reds intercepting you before you reach your target.
 
** A Demoman is often the most crucial class when attacking the finale point or the ''lab'' since that is the place where Sentry positions are the most abundant. There are three main ways to dealing will all the different sentry positions on the point C. The first way is to find a [[Medic]] with an  [[ÜberCharge]] and push through the ''elevator shaft'' and find yourself right in front of the enemy team and there Sentry Guns. Using this method, you can quickly and swiftly destroy all the Sentry Guns in the ''lab'' thus paving the way for your team to push forward. However, this method does require an Übercharge to successfully execute and sometimes an Über isn't always available. For that reasons there are two more options to destroy the Sentry Guns int the lab. One of them includes going to the ''elevator cage'' and shooting your explosive projectiles through a shattered hole in the window of the ''elevator cage''. If you aim just right, your projectile will travel at such an angle through the hole that they will start landing right on top of the common Sentry positions, with this method, you can destroy most of the Sentry Guns in the ''lab'' relatively safely as you won't have to put yourself in any harms way. But, this method also has its limits, for starters you won't be able to reach the Sentry Gun positioned near the [[Health]] and [[Ammo]] pickups on the right below you, this method also takes a lot of time, aiming a shot through a small hole so that it can land pitch perfect onto the Red Sentry nests can really consume your available time, plus, watch out for [[Spy|Spies]] as they will take the opportunity to [[backstab]] you while your lining up your shot. The third method involves heading to the ''YTI'' room and spamming out the Sentry nests from there. From the ''YTI'' room you have a much better angles and can hit any Sentry Gun guarding the last point, but you put yourself in a lot more danger when doing this so be careful! 
 
 
 
*'''As a Red team member''', your main job should be to stop the Blu team dead in there tracks by constantly shoving down spam down every major [[chokepoint]]. On point A, your going to want to watch out for the ''outside stairwell'' of the ''Mann.Co'' builfing as that is the route which the Blu team is most likey to take, placing down some Stickybombs right on top of the stairs will ensure that the attacking Blu's get a warm welcome. When the ''Mann.Co'' building is lost to the opposing team, the best course of action would be to position yourself right on top of the point and spam out the two entrances which connect the second floor and the two ''catwalks'' as that is an important route the Blu team has to take if they want to capture the control point. You can also position yourself on the ''transport cages'' to watch out more closely on the right ''catwalk'' and the ''hallway'' leading from the playground, but you do lose oversight of the right most ''catwalks'' when on the cages. When defending the second capture point, it is important for your team to hold the control over the rails above the second point, if the Blu team get control over these "rails" then they have a high ground position over the point which is very bad for the defending team. For that reason, your job as a Demoman is to deny the Blu's this position by placing Stickybombs on the gate which leads into to these rails. On the finale stage, a Demoman can either spam down the ''elevator shaft'' or prevent the Blu team from capturing the ''YTI'' room by spamming down the ''elevator cage''.
 
  
=== {{class link|Heavy}} ===
+
'''Defense'''
*There is a nice balance for Heavy on this map. You are at liberty to push more aggressively, as many of the direct routes still don't have long sight-lines. As always, however, overextending can be a death sentence, especially against a talented Sniper.
+
* Your presence in the Mann Co. Building serves as an important defensive anchor for your team to rally around and resist the BLU onslaught.
 +
** There is a sloped ramp inside the Mann Co. Building, standing on which allows you to control both the upper and the lower floors simultaneously, all while giving you means of easy escape.
 +
* You can camp below the Staircase in order to ambush BLU players descending from the Lab's second floor.
  
 
=== {{class link|Engineer}} ===
 
=== {{class link|Engineer}} ===
* Mercenary Park provides many good sentry spots for defending control points, but also provides good opportunities for assaulting them, too.
+
'''Offense'''
* At control point A, placing a sentry on the catwalks provides a good point of elevation to fire downwards at enemy targets attempting to capture or defend the point.
+
* The [[Gunslinger]]'s less expensive Mini-Sentry is an excellent tool for playing in and around the first point, where there are few [[Ammo|ammo packs]] to be found.
* Placing a teleporter in the room below BLU's first spawn allows the defending team to flank behind enemy lines and catch them unaware. Note though that all entrances lock except the top left entrance when control point A is captured.
+
** Make sure to support your teammates fighting on the Catwalks by placing a [[Dispenser]] in the Mann Co. Building's upper floor, where it is easily accessible to them.
* Placing a teleporter in the room above Point B makes an excellent place to assault the point, given the 1-way exit door and elevation over the point.
+
* When attacking point B, having a Teleporter exit in the Server Room is vital for ensuring your team has a high ground advantage.
* Point C provides many invaluable sentry spots, such as on the shipping containers or in the corners below the metal balcony.
+
* If your team provides enough of a distraction, you can sneak through the Ventilation Shaft and place an offensive Sentry Gun right below the Platform, where it cannot be targeted by RED members exiting their spawn, but it can target anyone who drops down to defend the point.
* A BLU Engineer, with the distraction of his team can go down the chute near control point C and set up a teleporter in the hallway behind point C, allowing his team to quickly flank around the defense. Set up a Sentry Gun to protect the teleporter.
 
 
 
[[Image:Mercenary.Park.Engineer.png|thumb|250px|Mercenary Park building spots|left]]
 
'''Note''': It is important to understand what do the buildings with a white background and an orange circle represent. This overview is structured in such a way that it only shows the ground floor of the map, if there are any second floors or otherwise elevated platforms they will now be show, instead the ground below these second floors will be shown. For that reason orange circles and a white background has been added to some buildings. The orange circle is supposed to represent that the building is positioned on some sort of a second floor or an elevated platform which isn't show on the overview. So just keep in mind, when you see a building which has an orange circle, remember that that building isn't positioned on the floor it is actually shown on the map, but that there is a another floor above that floor which is that buildings actual placement. For example, on first point you can see two orange circled Sentry Guns positioned right next to the point. These Sentry Guns aren't actually right next to the control point but are actually positioned on a ''catwalk'' which isn't show here but is still running above and alongside the point.
 
 
 
  
 +
'''Defense'''
 +
* You can place a stealthy Teleporter exit in an alcove below the BLU's first spawn, which you can then access with the [[Eureka Effect]].
 +
** Keep in mind that the Playground is closed of from the rest of the map after point A is captured.
 +
* The Catwalks, on or behind the Shipping Containers, in the Mann Co. Building (left side) or behind the Docks make for good Sentry Gun positions.
 +
** Good Dispenser positions are usually found in the Mann Co. Building or pulled back to the platform between the Catwalks.
 +
** Teleporter exits should not go in places where it can be easily be destroyed. The Mann Co. Building where it can give spawning teammates immediate access to the Catwalks or the upper level of the Lab are good spots.
 +
* A good position for a Sentry Gun is the Loading Bay, where it's out of the long sightlines and only vulnerable to an attack from the Server Room.
 +
* For the final point, a good Sentry spot is anywhere where it can not be targeted or destroyed from the Elevator Shaft, forcing BLU to expose themselves in order to attack it.
 +
** Good examples are the small alcove below the orange staircase, on top of the crates, or in the YTI Room.
 +
** A Dispenser should ideally go inside the YTI Room, where it can support the teammates fighting for control of that vital flank route.
  
 +
<gallery>
 +
File:Mercenary.Park.Engineer.png|Mercenary Park building spots. Note the buildings with the white backgrounds and orange circles, representing that the building's position is higher then what is shown on the map.
 +
</gallery>
  
 
=== {{class link|Sniper}} ===
 
=== {{class link|Sniper}} ===
 
[[File:Cp mercenaryparkglasshole.png|thumb|right|The hole in the glass.]]
 
[[File:Cp mercenaryparkglasshole.png|thumb|right|The hole in the glass.]]
* While attacking the final point, taking advantage of the shattered hole in the ''elevator cage'' near the intersection on the second floor can be extremely useful for evading fire and catching enemies off guard, but key to this is making sure that your team has control of the second floor.
+
'''Offense'''
 +
* The Mann Co. Building's and Lab's tight, claustrophobic corridors make them quite suitable for the [[Huntsman]]'s more aggressive nature, but are poorly advised for the other primaries.
 +
* While attacking the final point, take advantage of the broken window from which you can catch out RED members trying to exit their spawn.
 
** Be extra careful, as this spot can also be predictable to experienced players.
 
** Be extra careful, as this spot can also be predictable to experienced players.
 +
 +
'''Defense'''
 +
* The open window in the Mann Co. Building gives a good sightline over the entire Playground, but beware of any classes trying to jump up there.
 +
* The [[Jarate]]'s large area-of-effect makes it perfect for bombarding attackers trying to push through the Elevator Shaft chokepoint.
  
 
=== {{class link|Medic}} ===
 
=== {{class link|Medic}} ===
* The right side of the lower elevator choke (opposite the medical procedure room) is a sheltered place close to the action for BLU Medic to do a lot of supportive healing and quick building of ÜberCharge. The RED Medic should be on the other side of the wall doing exactly the same thing.
+
'''Offense'''
** Watch out for RED counter-pushes/BLU pushes as you are really close to a lot of the enemy.  
+
* Be very careful while pushing out of your spawn and into the Playground, as you are very visible to RED Snipers peeking out of the Mann Co. Building.
 +
** Additionally, classes such as the Scout and the Spy will often hide behind the Giftshop, waiting for you to pass by before ambushing you.
 +
* An ÜberCharged Soldier or a Demoman pushing through the stairwell into the Mann Co. Building can clear out the defenses with relative ease.
 +
** After the Mann Co. Building is secure, additional ÜberCharges may be needed in order to take out the Sentry nests around the first point.
 +
* Übering a Pyro or a Heavy and then letting them drop down from the Server Room and onto the Loading Bay can be devastating for RED.
 +
* The right side of the Elevator Shaft (opposite the medical procedure room) is a sheltered place close to the action for BLU Medic to do a lot of supportive healing and quick ÜberCharge building.
 +
** Keep a look out for any RED attacks which can suddenly catch you out in this position.
 
** The deck with the window to the medical procedure room is a possible secondary BLU Medic position on final.
 
** The deck with the window to the medical procedure room is a possible secondary BLU Medic position on final.
** The Health Kit on the RED side should be reserved for the Medic; he is going to need it.
+
 
 +
'''Defense'''
 +
* Stay clear of the Playground and hunker down in the Mann Co. Building, where you can heal safely in the presence of your team and allied Sentry Guns.
  
 
=== {{class link|Spy}} ===
 
=== {{class link|Spy}} ===
 
* This map is particularly noisy, with several locations of continuous or intermittent louder noise for masking decloaking sounds.
 
* This map is particularly noisy, with several locations of continuous or intermittent louder noise for masking decloaking sounds.
** On the first point, the waterfall is particularly loud on the defender's side where RED Engineers are likely to have buildings. This noise can easily cover the decloak sound of the watches and sometimes the [[Dead Ringer]], which can make it nearly impossible for someone to listen for decloak sounds to know there is a Spy attacking.
+
** On the first point, the waterfall is particularly loud on the defender's side where RED Engineers are likely to have buildings. This noise can easily cover the decloak sound of the watches and sometimes the [[Dead Ringer]], which can make it nearly impossible for someone to listen for decloak sounds to know there is a Spy attacking.
  
 
{{Map Strategy Nav}}
 
{{Map Strategy Nav}}

Latest revision as of 03:00, 1 November 2024

Mercenary Park
Yetipark 5.png
Basic Information
Map type: Control Point
File name: cp_mercenarypark
Released: October 20, 2017 Patch
(Jungle Inferno Update)
Developer(s): Valve
Map Info
Environment: Jungle
Setting: Daylight, overcast
Hazards: Crocodiles, Pitfalls
Deep Water: Yes
Bot support: Yes
Map Items
Healthico.png Health Kits: Smallhealth.png ×2  •  Mediumhealth.png ×14
Ammoico.png Ammo Boxes: Smallammo.png ×1   •   Mediumammo.png ×11   •  
Largeammo.png ×5
Map Photos
Loading screen photos.
Map Overview
Mercenary Park overview.png

This article is about Community Mercenary Park strategy.

Note: It is recommended to read the main Mercenary Park article first to become familiar with the names of key map locations used in this article.

General strategy

Offense

Point A

  • The BLU team should strive to quickly take over the Playground, the large open area in front of their spawn, before proceeding to the Mann. Co Building.
  • The Mann. Co Building serves as an important springboard for launching an attack on point A, as it offers important height advantage in the form of the Catwalks that overview the point.
  • With the Mann. Co building taken, BLU team can use the Catwalks to rain down fire onto the defenders below.

Point B

  • Bombarding RED's defenses on the Loading Bay from the Server Room, which is conveniently located right above the point, can be a big help in the capture of the B point.
    • The Server Room is also excellent for jumping right into RED's defenses with an ÜberCharge.
  • Alternatively, some BLU attackers can take the Staircase in order to flank behind the RED team. This route is particularly useful for cutting of RED's only means of escape when point B falls.

Point C

  • The quickest way to reach the final control point is by going through the Elevator Shaft. However this is ill-advised, as it can easily be cluster-bombed with explosives. This route should only be used either when RED team hasn't had enough time to setup a proper defense, or when they are too distracted with BLU attackers coming in from the flanks.
  • Accessible through a flight of stairs immediately after exiting the BLU spawn is the YTI Room and Ventilation Shaft, which offer BLU an ability to flank behind RED defenders perched behind and to the sides of Point B.
    • Near the Ventilation Shaft is a Broken Window, through which explosive classes can lob projectiles in order to dismantle RED's defenses.

Defense

Point A

  • The Playground area has many disadvantages for the defenders, including the lack of pickups and the close proximity to BLU's spawn. Putting the main defenses (such as Sentry Guns) in a more defendable position is advised.
    • The Mann Co. Building is a good spot for this as it offers good high ground advantage and plenty of cover over the BLU team.
  • If the enemy team pushes past your defenses, falling back to the Catwalks can prove vital in keeping the BLU team away from the A point.

Point B

  • As with Point A, high ground denial gives a big advantage in stopping the BLU team from capturing the point. If the BLU team pushes out to the high ground overlooking the point, the one-way door makes it relatively difficult for them to retreat. Focus the enemies quickly to avoid your team being wiped out from above.
  • Additionally, RED team should focus on preventing BLU flankers from breaking out of the Stairwell room and locking down the one-way gate that leads out of the Server Room.

Point C

  • The YTI Room (aswell as the Ventilation Shaft that branches from it) allows BLU to flank and destroy Sentry Guns from outside their range. As such, it is an important part of the map to keep a hold of.
    • Engineers can place down Dispensers to encourage their teammates to stay around the area.
    • Explosive classes can shoot projectiles over the thin glass pane that separates the YTI room into two.
    • Pyros can airblast ÜberCharged attackers to prevent them from fully taking over the area.

Class-specific strategy

Leaderboard class scout.png Scout

Offense

  • Take advantage of the Playground's open and spacious nature, where you can comfortably exercise the plethora of your movement options.
  • Avoid climbing up to Mann Co. Building's second floor, as it is often covered by RED Sentry Guns. The lower floor is easily bypassed using the Bonk! Atomic Punch, allowing for easy flanking or destruction of Teleporters at the enemy spawn.
    • Alternatively, you can use the Soda Popper's quintuple jump to access the open windows on the right side, giving an extra element of surprise.
  • RED players that bunch up around the Loading Bay are vulnerable to the Mad Milk's area of effect.
  • Use the Bonk! Atomic Punch to flank behind the enemies again. If Point B is captured, rushing to the final point in order to harass RED Engineers trying to setup a defense can give your team enough time to fight their way through to the final point.
  • The area around the final control point is very spacious and full of various obstacles and props to jump off. However, this area will often contain Sentry Guns. Consider flanking through the vents and taking out unsuspecting enemies instead or using you Pistol to take out the Sentry Guns from a safe distance.

Defense

  • The Playground can be a great place to to exercise your impressive mobility, but watch out for BLU Snipers aiming at you from their spawn.
  • The tight spaces of the Mann Co. Building allow for the Mad Milk to easily hit multiple targets.
  • Use the Transport Cages to exercise your maneuverability and turn yourself into a difficult-to-hit target.
  • The Force-A-Nature's knockback is useful for pushing the attacking BLU members into the water.
  • You can access the Lab's upper floor by performing a Force-A-Nature jump through a dropdown near the Stairwell.
    • The upper floor's tight hallways limit your movement and make you easy pickings for explosive classes, so be careful when traversing it.
  • The Scout can excel at defending the final control point using the Pit's spacious nature to attack any BLU members which make it past the Elevator Shaft or the YTI room.
    • Due to the chokepoint nature of these sections, the Mad Milk can easily stop or severely weaken a push.
  • If the BLU successfully controls the YTI Room, the Ventilation Shaft can be climbed using the Soda Popper's HYPE jumps, allowing for an unexpected flank.

Leaderboard class soldier.png Soldier

Offense

  • Use your rocket jumps to quickly access the Mann Co. Building's second floor through the right-side window. Any Sentry Guns can be corner peeked from here, especially with the two pickups present.
  • Use the Catwalks as well as the Transport Cages to rain down explosives onto RED holdouts around point A.
  • The enclosed nature of the Lab's upper floor makes it a perfect environment for your splash damage.
    • Once the upper floor is secured, Sentry Guns around the point can be easily bombarded from the high ground. Be careful of the one-way gate, however, as there is no turning back without a teammate.
    • Another angle to attack the Loading Bay from is to flank around it via the Staircase, but beware of any enemies crossing this area.
  • Use the Direct Hit to quickly take out RED's Sentry Guns located around the final control point by attacking them outside their range. This can be accomplished by either attacking them from the Broken Window or the YTI Room.
  • Use the YTI's room ever so slight height advantage to your advantage, such as by pressuring RED defenders located on the elevated platform behind control point C.
  • A Battalion's Backup charge can aid in pushing through the Elevator Shaft, as its tight space will concentrate a lot of damage to the same area.

Defense

  • The wide and open nature of the Playgroun' is well suited for a rocket jump orientated playstyle. The Market Gardener can be used to kill unsuspecting players.
  • BLU members using the stairs on the right side of the Mann Co. Building can be knocked back using your Rocket Launcher's rockets.
  • The upper floor of the Lab is well-suited to your combat expertise, fight rigorously for its control.
    • You can rocket jump through a dropdown near the Staircase, thus appearing unexpectedly behind BLU members traveling to the Server Room.
  • After point B's fall and during your retreat towards the final control point, rocket jump up to the area above the Elevator Shaft and quickly secure the YTI room for your team.
  • A Kritzkrieg attack on a BLU team attempting to push through the Elevator Shaft can be devastating, as they will all be clustered up together. Make sure to notify your Medic, if you have one, when you see such an arise opportunity.

Leaderboard class pyro.png Pyro

Offense

  • The area behind the left most spawn exit is a prime space for a Spy to uncloak, make sure to Spy check those areas to prevent a chainstab on your team.
  • The Detonator gives you the ability to quickly change floors in the Mann Co. Building, allowing you to surprise enemies from below.
  • If a Sentry nest on the Loading Bay gets destroyed, you can quickly drop down from the Server Room and use the Phlogistinator's guaranteed Critical hits to wreck total havoc on RED defenders.
    • Alternatively, if your team is pressuring the nest, flank from behind with the Backburner for devastating damage.
  • You can shoot through the Broken Window with your Flare Guns in order to ignite RED team members defending the final control point, without exposing yourself to fire from their Sentry Guns.
  • The Dragon's Fury's extended range and higher damage against buildings makes it an excellent choice for defeating the Sentry nests in and around the Pit.

Defense

  • Hiding in the Shipping Containers waiting for BLU to start capturing the first point, then ambushing them with the Backburner can cause significant chaos and destruction to the BLU team.
  • Use your compression blast to push enemies into the water, killing them instantly.
  • Your Flame Thrower's compression blast is vital for preventing ÜberCharged players from jumping out of the Server Room and wrecking havoc on your teammates.
  • Use the tight corridors of the Ventilation Shaft, used by BLU as a means of flanking, to your advantage.

Leaderboard class demoman.png Demoman

Offense

  • An elevated opening in the Mann Co. Building's right side can be used to sticky jump your way behind your enemies' lines.
  • You can charge into a rock near the left spawn exit in order to fling your self towards the Mann Co. Building.
  • Behind the Shipping Crates, on either of the Catwalks or on the other side of the Docks are positions that RED Engineers will often build their nests. Use the Catwalks to take out these nests from above.
  • Use the platform above point B to bombard RED's members trying to defend it.
    • This position also provides a good view of the Loading Bay, where a Sentry Gun may be placed. Alternatively, flanking it by using the Staircase can help distract from your teammates trying to destroy the nest from the other side.
    • If your team does not have control of the upper floor, then neither of these two options are available; meaning that you are going to need to approach the Loading Bay directly, preferably with a Medic.
  • An ÜberCharge is often required in order to push through the Elevator Shaft and destroy the common nesting spots around the Pit.
  • The Loch-n-Load's increased projectile speed allows you to take potshots at RED Sentry Guns from the broken window.

Defense

  • Use your stickybombs to stop the enemy from capturing the Mann Co. Building. The Scottish Resistance can be used to defend both sides of the upper floor at once, securing the high ground for your team.
  • Preventing BLU from accessing the high ground offered by the Catwalks is vital. Use your secondary weapon to lay traps on the two doorways that lead to the Catwalks.
  • Attackers will often use the Server Room to try and threaten point B from above. Prevent this by stickytrapping the Server Room's one-way gate.
  • The Loose Cannon's increased knockback is useful for knocking back BLU attackers trying to push through the Elevator Shaft, even when ÜberCharged.
  • Use the arc of your projectiles to bombard BLU players from the other side of the YTI room, keeping yourself safe behind a glass pane.

Leaderboard class heavy.png Heavy

Offense

  • Be careful while traversing the Playground, as its vast sightlines leave you vulnerable to Snipers.
  • Use the open shipping container to sneak behind the enemy team and destroy their buildings from behind.
    • Alternatively, you can stay on top of the Containers by jumping from the Catwalks, allowing you to fire down on the enemies around point A. Although this does leave you exposed to Snipers.
  • The first floor of the Lab is dominated by long Sniper sightlines, making safely approaching the second point difficult. The upper floor's narrow and tight spaces work in your favor, while also allowing a way to bypass the Snipers.

Defense

  • Your presence in the Mann Co. Building serves as an important defensive anchor for your team to rally around and resist the BLU onslaught.
    • There is a sloped ramp inside the Mann Co. Building, standing on which allows you to control both the upper and the lower floors simultaneously, all while giving you means of easy escape.
  • You can camp below the Staircase in order to ambush BLU players descending from the Lab's second floor.

Leaderboard class engineer.png Engineer

Offense

  • The Gunslinger's less expensive Mini-Sentry is an excellent tool for playing in and around the first point, where there are few ammo packs to be found.
    • Make sure to support your teammates fighting on the Catwalks by placing a Dispenser in the Mann Co. Building's upper floor, where it is easily accessible to them.
  • When attacking point B, having a Teleporter exit in the Server Room is vital for ensuring your team has a high ground advantage.
  • If your team provides enough of a distraction, you can sneak through the Ventilation Shaft and place an offensive Sentry Gun right below the Platform, where it cannot be targeted by RED members exiting their spawn, but it can target anyone who drops down to defend the point.

Defense

  • You can place a stealthy Teleporter exit in an alcove below the BLU's first spawn, which you can then access with the Eureka Effect.
    • Keep in mind that the Playground is closed of from the rest of the map after point A is captured.
  • The Catwalks, on or behind the Shipping Containers, in the Mann Co. Building (left side) or behind the Docks make for good Sentry Gun positions.
    • Good Dispenser positions are usually found in the Mann Co. Building or pulled back to the platform between the Catwalks.
    • Teleporter exits should not go in places where it can be easily be destroyed. The Mann Co. Building where it can give spawning teammates immediate access to the Catwalks or the upper level of the Lab are good spots.
  • A good position for a Sentry Gun is the Loading Bay, where it's out of the long sightlines and only vulnerable to an attack from the Server Room.
  • For the final point, a good Sentry spot is anywhere where it can not be targeted or destroyed from the Elevator Shaft, forcing BLU to expose themselves in order to attack it.
    • Good examples are the small alcove below the orange staircase, on top of the crates, or in the YTI Room.
    • A Dispenser should ideally go inside the YTI Room, where it can support the teammates fighting for control of that vital flank route.

Leaderboard class sniper.png Sniper

The hole in the glass.

Offense

  • The Mann Co. Building's and Lab's tight, claustrophobic corridors make them quite suitable for the Huntsman's more aggressive nature, but are poorly advised for the other primaries.
  • While attacking the final point, take advantage of the broken window from which you can catch out RED members trying to exit their spawn.
    • Be extra careful, as this spot can also be predictable to experienced players.

Defense

  • The open window in the Mann Co. Building gives a good sightline over the entire Playground, but beware of any classes trying to jump up there.
  • The Jarate's large area-of-effect makes it perfect for bombarding attackers trying to push through the Elevator Shaft chokepoint.

Leaderboard class medic.png Medic

Offense

  • Be very careful while pushing out of your spawn and into the Playground, as you are very visible to RED Snipers peeking out of the Mann Co. Building.
    • Additionally, classes such as the Scout and the Spy will often hide behind the Giftshop, waiting for you to pass by before ambushing you.
  • An ÜberCharged Soldier or a Demoman pushing through the stairwell into the Mann Co. Building can clear out the defenses with relative ease.
    • After the Mann Co. Building is secure, additional ÜberCharges may be needed in order to take out the Sentry nests around the first point.
  • Übering a Pyro or a Heavy and then letting them drop down from the Server Room and onto the Loading Bay can be devastating for RED.
  • The right side of the Elevator Shaft (opposite the medical procedure room) is a sheltered place close to the action for BLU Medic to do a lot of supportive healing and quick ÜberCharge building.
    • Keep a look out for any RED attacks which can suddenly catch you out in this position.
    • The deck with the window to the medical procedure room is a possible secondary BLU Medic position on final.

Defense

  • Stay clear of the Playground and hunker down in the Mann Co. Building, where you can heal safely in the presence of your team and allied Sentry Guns.

Leaderboard class spy.png Spy

  • This map is particularly noisy, with several locations of continuous or intermittent louder noise for masking decloaking sounds.
    • On the first point, the waterfall is particularly loud on the defender's side where RED Engineers are likely to have buildings. This noise can easily cover the decloak sound of the watches and sometimes the Dead Ringer, which can make it nearly impossible for someone to listen for decloak sounds to know there is a Spy attacking.