Difference between revisions of "Community Mercenary Park strategy"

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{{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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==General strategy==
 
==General strategy==
 
===Offense===
 
===Offense===
{{hatnote|This strategy guide will be told from the Blu's point of view}}
 
 
'''Point A'''
 
'''Point A'''
*After the round starts and the gates open up, the Blu team should be aggressively pushing out of their spawn in order to capture the '''Playground''' - a large open area just outside the Visitors center. Capturing this area should be an easy thing to do; three are three ways to enter it, its open and spacious and it contains no [[Health]] or [[Ammo]] packs for the Red to use. After swiftly conquering the Playground, the Blu can now move onto capturing the next important location: the '''Mann.Co''' building.
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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.
* Mann.Co building acts as transfer station to the A point, meaning that you simply have to go through it in order to reach the first capture point. Furthermore, the second floor of this building provides access to the '''Catwalks''', an important peice of [[High ground advantage|high ground]] directly above the A point. Because of this, its imperative that the Mann.Co building it taken control of in order to continue the Blu's advance.
+
* 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.
* Mann.Co complex can be easily captured by seizing control of its second floor. To accomplish this, the bulk of the Blu team should use an outdoor stairwell on the building's left side, and reach the second floor that way. Doing this will garner large attention from the Red team, making them prioritize defending that side of the building. Meanwhile, a small group of [[Demoman|Demomen]] and [[Soldier|Soldiers]] should [[Rocket jump]] through a tiny window located on the Mann.Co's right side, allowing them to cause mayhem and panic in the Red team's backline. With enemies attacking them from two opposite sides, the Red team will slowly be squeezed out of the Mann.Co building for good.
+
* With the Mann. Co building taken, BLU team can use the Catwalks to rain down fire onto the defenders below.
* From now on, taking control of the first point should be an easy task. With the capture of Mann.Co building, the Blu team now has access to Catwalks and the areas below them, allowing them to quickly flush out any remaining Red members defending the A point.
 
  
 
'''Point B'''
 
'''Point B'''
* The second control point, the '''Lab''', is positioned in the middle of another building complex with two floors. There are multiple ways to capture the Lab, but once again, the easiest way to do it is to take control of its second floor. A set of stairs behind the left most shutter door and the aforementioned Catwalks are the two routes Blu can use to reach the so desired upper floor.
+
* 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.
* Once the swift conquering of the second floor has been completed, the Blu team now has two advantageous routes they can use to capture the B point itself: '''The Server room''' and the '''Staircase'''. The Server room is important since it provides access to a set of platforms hanging above the second control point, which grant ''huge high ground advantage'' to whoever is holding them. Meanwhile the Staircase provides a direct path from the second floor to the Red's backline, opening up flanking opportunities  for the Blu.  
+
** The Server Room is also excellent for jumping right into RED's defenses with an ÜberCharge.
* Once more, capturing the B point is all about coordinating an assault from two directions. One part of the Blu team should head towards the Server room and bombard Red's from the high ground, while another group of Blu members make their way down the Staircase in order to surprise Red defenders from behind.  
+
* 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.
* This combined assault from multiple directions will usually result in the crumbling of Red defenses, thus allowing the Blu team to capture the B point.
 
  
 
'''Point C'''
 
'''Point C'''
* Now its time to move onto the final capture point, the '''Test Pit'''. There are three ways for the Blu to access the Test Pit. The most direct route of them all is through the Elevator Shaft in the middle. Other then that, two other routes can be found branching of from the YTI Room: the ''Ventilation Shaft'' and a path leading directly to the Platform - an elevated position just behind the C point.
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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.
* All three of these routes have their advantages and disadvantages. The Elevator Shaft is the quickest path to the last control point, but its also the most dangerous one duo to it being a [[Chokepoint]]. In addition to being cramped and dangerous to traverse, managing to go through it will only land you on the low ground - in front of the entire enemy team. Duo to this, its advised to never take this route unless you have an [[ÜberCharge]] ready to go.
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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.
* Other two routes are more interesting as they both branch of from the YTI room and have flanking potential. The Ventilation shaft will sneakily take you either under the Platform or behind it, while another path will take you straight to the Platform's left side.
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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.
* In general, the best way to capture the final control point is to quickly take over the YTI room, and then shove the entire Blu team down the previously mentioned flank routes. Majority of the Red team will be positioned up on the Platform, so using the path which directly takes you to the Platform's left flank will surely threaten the Red defenses over there. In addition to that, some Blu members can make their way through the relatively concealed Ventilation Shaft, in order to surprise Red's from below and behind. Usually, this simple flanking maneuver will be enough to overcome the defenders and capture the point, but if it doesn't work out, then the Blu has one more trick up the sleeve.
 
* When the Red team members get attacked from behind, below and even from the side, they will get preoccupied and leave the previously impassable Elevator Shaft unguarded. This will allow for a small percentage of the Blu team to make their way through this chokepoint and deliver the finishing blow to the Red from yet another direction. Ultimately capturing the point and winning the game.
 
  
 
===Defense===
 
===Defense===
{{hatnote|This strategy guide will be told from the Red's point of view}}
 
 
'''Point A'''
 
'''Point A'''
* The Red strategy for the first control point revolves around holding the Mann.Co building, thus denying the access to the A point or the Catwalks for the Blu.
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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.
* Upon the beginning of the round, its recommended for the Red team to simply retreat out of Playground. Its a difficult area to hold onto duo to having lack of cover, no [[Health]] or [[Ammo]] packs and being in near proximity to the Blu's spawn. Its better to fall back to the Mann.Co building and organize a strong defense then it is to die defending a pointless area.
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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.
* Be prepared to hold onto the Mann.Co building for your dear life if you don't want to lose the first control point. Set up a strong defense on the building's second floor and watch out for the two possible routes the Blu can use as means of accessing it - an outdoor stairwell on the building's right and a small window on the opposite side.
+
* 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.
* Even if the Mann.Co is captured, its still worth holding on to the Catwalks adjacent to it. The Catwalks play a big role in capturing the first point, and while keeping them away from the Blu can be difficult, a few excellently positioned [[Soldier]]s and [[Demoman|Demomen]] can waste a lot of Blu's time.
 
  
 
'''Point B'''
 
'''Point B'''
* Once again, its important to secure the second floor of the Lab, as it offers two powerful routes the Blu can use while attempting to capture second control point. However, retaining control of the Lab's upstairs is difficult, if not downright impossible to accomplish.
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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.
* Because of this, attempting a strong defense up there is rather futile. Instead, the Red team should take advantage of the fact that there are only two passages leading from the upper floor to the B point, making it possible to lock them down and prevent the Blu's from using them. For example, the gate serving as the exit of the Server room can be Sticky trapped, meanwhile the room to which the Staircase leads is quit open - making it a good location for [[Sentry Gun|Sentries]].
+
* 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'''
 
'''Point C'''
* When retreating from the B point, its imperative that you capture the YTI room duo to the two devastating flanks branching off from it; the Ventilation Shaft a path leading straight to the Platform. Denying the Blu from accessing these two avenues leaves the Elevator Shaft as their only route to final. And as mentioned before, the Elevator Shaft is something the Blu would want to avoid using duo to it being an easily defendable [[Chokepoint]].
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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.
* In the event that the YTI room is lost, either prepare for a more then likely defeat or use all your strength to regain at least a part of it. This can be done by either approaching it directly, or using the Elevator Shaft and a staircase just left of it in order to flank behind the attackers situated in the YTI.
+
** [[Engineer]]s can place down [[Dispensers]] to encourage their teammates to stay around the area.
** Also watch out for any Sentry nests which could pop up in the Ventilation Shaft.  
+
** Explosive classes can shoot projectiles over the thin glass pane that separates the YTI room into two.
 +
** [[Pyro]]s can airblast ÜberCharged attackers to prevent them from fully taking over the area.
 +
 
 +
== Class-specific strategy ==
 +
=== {{Class link|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 [[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 link|Soldier}} ===
 +
'''Offense'''
 +
* 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.
 +
 
 +
'''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.
  
==Class-specific strategy==
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=== {{class link|Pyro}} ===
===[[Scout]]===
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'''Offense'''
* '''A Blu''' Scout will need to play smartly on this map. There aren't many open areas to exercise your great mobility, forcing you to adapt to a much more flanking orientated playstyle.
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* 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.
** Take advantage of the Playground when the round begins. Its a very open location where you can comfortably duel and guarantee success over your opponents. When the fight inevitably transfers over to the Mann.Co building, it is recommend to avoid going to the second floor where it's cramped spaces, which are the center of both teams attention, won't ensure your longevity. Instead, you can try flanking through the ground floor in order to sneakily reach the other side of the building. Once you're there, you can either: attempt to cause a distraction by capturing the point, or climb back up to the second floor and attack the Reds from behind.
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* The [[Detonator]] gives you the ability to quickly change floors in the Mann Co. Building, allowing you to surprise enemies from below.
** There are a couple of things you can do when attacking the B point with your team. If your team has captured the second floor of the Lab, you can use the Staircase to flank behind the Red's line of defense. Alternatively, sticking to the first floor and engaging enemies in a large area just in front of the B point itself also works, just don't let the Sentries positioned on the Loading Bay see you.
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* 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.
** Attempting to capture the final control point requires patience, since the entire area around it will usually be heavily guarded by an array of enemy Sentry Guns. Until they get taken down, your capability to contribute to the battle is minimal. You can maybe participate in the fight for the YTI room and use its Ventilation Shaft as a means of stealthy transportation, or perhaps drink the [[Bonk! Atomic Punch]] in order to distract the Sentries for your team, but either way you can't do much. However, if the Sentry Guns do get destroyed, your capabilities increase drastically. The area where the final capture point lies is very open and spacious, in addition to being filled with all kinds of obstacles and props. This makes it a near perfect environment for the Scout who, upon the removal of the Sentry Guns usually located there, can thrive in such a location.
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** Alternatively, if your team is pressuring the nest, flank from behind with the [[Backburner]] for devastating damage.
* As a member of the ''Red team''', your primary focus should revolve around flanking as well, but also denying the Blu members from doing the same.
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* 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.
** Just as your Blu counterpart, take advantage of the Playground, as that is one of the few open areas you'll encounter. Even when the Mann.Co building becomes the main battleground, you can still sneak into the Playground and cut off Blu reinforcements to the building. After the Mann.Co falls into the Blu's hands, you can play directly above the A point by constantly jumping between the Catwalks and the top of the Shipping Crates. Doing this will hopefully make you a big enough obstacle in order to prevent the Blu from capturing the [[High ground advantage|high ground]] over the first control point.
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* 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.
** When defending the second capture point in the Lab, its advised against heading up to the upper floor, as its low ceilings and tight spaces will severely restrict your movement options. Instead, wait for the attackers in front of the Red's first spawn where they'll be descending down to via the Staircase. Your other option is to play around the point, in an area which is also quit open and unconstrained. Just watch out for enemy attacks coming above you from the Server room.
 
** When defending the final point, you can't do much. Both of the routes leading to the Pit are better defended by explosive wielding classes then by Scouts. Your time to shine comes when enemies breakthrough your team's defenses and start to capture the C point. Then you can engage them in an area much better suited for your type of combat.
 
  
===[[Soldier]]===
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'''Defense'''
* On the '''Blu team''', your main objective should be to use your [[Rocket Jump]]ing ability in order to reach key [[High ground advantage|high ground]] positions which the remainder of your team can't. You should also aid your [[Demoman|Demomen]] in destroying Red [[Sentry Gun|Sentry]] nests.
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* 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.
** When the round starts and fighting begins, first major objective of your team will be to capture the Mann.Co building, more specifically, its second floor. While you can use the route other team members will use to access the aforementioned upper floor, there is another path which you should take instead. On the building's right side there is a small window you can rocket jump through and land yourself in the Red's backline. From there, you'll be able to cause chaos and panic to an already preoccupied enemy. After taking over the Mann.Co building, you should move over to the Catwalks in order to rain down mayhem onto the remaining Red defenders and clear out the point.
+
* Use your [[compression blast]] to push enemies into the water, killing them instantly.
** Once again, trying to gain the height advantage by seizing control of the Lab's second floor is the safest way of capturing the second control point. After accomplishing that task, your next step should be to reach the Server room from which you can get a good angle on the Sentry nests positioned down on the Loading bay. If you want a quicker method of capturing the B point, simply pushing through the first floor and going straight for the point can overrun an incompetent enemy team.
+
* 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.
** While your team is capturing the B point, you should quickly head towards an area where the final Blu spawn is in order to climb a set of stairs located there. Once you've done that, you can either: bombard the Red players retreating through the Elevator Shaft towards their last defensive positions, or jump over them in order to quickly reach the YTI room and secure it for your team. Choosing the first option can grant you some free kills, but capturing the YTI room as fast as possible is of much greater strategic importance. You'll see that later when you will be able to get very good angles on the Red's defensive positions from the YTI.
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* Use the tight corridors of the Ventilation Shaft, used by BLU as a means of flanking, to your advantage.
* '''While defending''', your task is to hold the high ground and keep it away from the Blu team. This is especially important on this map where many high ground positions also offer access to powerful routes.
 
** On the first point, don't even bother going to the Playground and simply stay up on the Mann.Co building's second floor. From their, you can rain down rockets on anyone unfortunate enough to be below you. Bombarding the Blu members attempting to climb up via the outdoor stairwell can be particularly effective. Even after the Mann.Co falls, staying on the Catwalks and constantly trying to force yourself back into it can pose a real headache to the enemy team.
 
** When defending the second point you want to, once again, stay on the upper floor and prevent the Blu from conquering it. This shouldn't be to hard of a task for you, considering the overall cramped nature of the second storey is exactly the kind of environment a Soldier would seek. Even after the second floor is captured, you can still harass Blu members up there by occasionally rocket jumping through a hole in the ceiling just behind the Staircase.
 
** While you can focus on defending the YTI room alongside your team, its also important to remember that your explosive capabilities are needed for the protection of the Elevator Shaft as well. If the YTI room is captured, you can surprise the enemies in there by entering the Ventilation duct from the other end in order to suddenly emerge in the YTI. Just remember that you'll need to use your rocket jump in order traverse a vertical section of the Ventilation.
 
  
===[[Pyro]]===
+
=== {{class link|Demoman}} ===
* '''An offensive''' Pyro should primarily partake in supporting his team's push. While this map is pretty decent for him, abundance of [[Sentry Gun|Sentries]] and large oscillations between low and high ground make it difficult for the Pyro to do anything on his own.
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'''Offense'''
** Upon the start of the round, be ready to [[Spy checking|spy check]] common decloaking spots such as the one behind the left most spawn exit, or the one near the Gift Shop. After that, move alongside your team towards the Mann.Co building and use your [[Compression blast|compression blast]] in order to protect your teammates from enemy [[Projectiles|projectiles]], while they're climbing up the outdoor stairwell. If you are still on the second floor when the Mann.Co building is secured, you can swiftly drop down from the Catwalks and cause mayhem among the remaining Red defenders.
+
* 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.
** Because of the way the second point is structured, you may be able to perform more  riskier actions. The tight and narrow second floor of the Lab allows your flames to spread like wildfire, meanwhile the [[Flame Thrower]]'s compression blast can deal with any Soldiers and Demomen which you're likely to meet. If the [[Sentry Gun]] usually positioned there gets destroyed, you can jump down from the Server room and land right on top of the Loading Bay - where the majority of enemies will be located.
+
* You can [[Charging|charge]] into a rock near the left spawn exit in order to fling your self towards the Mann Co. Building.
** When attacking the C point, your ability to contribute to the fight will be severely limited. The last point will more then likely be filled with multiple Sentry  nests, preventing you from even considering an attack. The best you can do is to simply support your team via: spy checking, reflecting projectiles and extinguishing them.  
+
* 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.
* As a member of the '''Red team''', countless flank routes and concealed paths allow  you to organize an effective ambush. And without as much Sentry Guns to deal with, you're free to do ''almost'' anything.
+
* Use the platform above point B to bombard RED's members trying to defend it.
** On the first control point, you should stay in the Mann.Co building and support your team. Although your hands are much freer when you're on defense, you still need to be careful. In this case, running into the open areas of the Playground will quickly get you killed. When the Mann.Co building is captured, sneaking up to its second floor in order to ambush anyone up there will yield great results, as the cramped rooms will amplify your Flamethrower's effectiveness. Alternatively, you can hide in one of the Shipping Containers and wait for the Blu to start capturing the A point.
+
** 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.
** The second capture point is a fair bit more open then the previous one, take this into consideration when planning your next move. Choosing to stay on the low ground and defend the point itself isn't an excellent idea, as you'll be open to an attack from multiple directions. Heading up to the upper floor in order to contest it is a smarter move, especially when you take in to account just how congested and "chokey" the upstairs section is. If the second floor is captured, flank underneath it in order to end up behind the attackers.
+
** 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.
** The Ventilation Shaft present on the final control point is an excellent environment for an ambush. Its narrowness allows you to catch out anyone unfortunate enough to meet you in there, and the frequency at which it is used means that you'll get an never ending stream of victims. If [[Camping|camping]] in the Ventilation is not your thing, then you can help out friendly [[Engineer]]'s by regularly spy checking.
+
* 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.
  
===[[Demoman]]===
+
'''Defense'''
*'''A Blu''' Demoman's primary concern should be about destroying Red [[Sentry Gun]]s and shattering enemy defenses.
+
* 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.
** As a Demoman, your focus on the first point should be centered around the Mann.Co building, as your explosive weaponry can annihilate anyone in there. When your allies capture the Playground, quickly move forward and [[Sticky jump]] through a small window on the buildings left side. Doing this will land you right behind the Red team and their Sentry nests, allowing you to swiftly wipe them out. When the Blu team advances forward after seizing control of the Mann.Co, you can expect the new Sentry positions to be either: Behind the Shipping Crates, on the Catwalks or on the other side of the Docks.
+
* 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.
** The most common Sentry position on the B point is right on top of the Loading Bay, from which a Sentry has a direct view of the area in and around the point. While this position is certainly powerful, it can be easily destroyed by spamming it from the Server room. You can also use the Staircase leading from the second floor in order to end up behind the aforementioned position. Be wary though, doing this will lead you to a wide open area, where you'll be easy picking for any [[Scout]]s, [[Sniper]]s or other classes. If your team doesn't have control over the upper floor, hence denying you the previous two options, ask a friendly [[Medic]] to [[ÜberCharge]] you and simply head straight for the point.
+
* 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.
** A good Demoman is often crucial when attacking the final point, as that is the place where Sentries are the most abundant. The quickest way to obliterate the Red defenses is to, once again, find a Medic who can Übercharge you, and push alongside him through the Elevator Shaft. If however, your team doesn't have a Medic (Or one with an ÜberCharge at least), your only other '''real''' option is to destroy the Sentries from the YTI room. Excluding that, a niche thing you can try to do is using the hole in the window of the Elevator Cage - just above the Elevator Shaft. If you aim your [[Projectiles|projectiles]] through the hole just right, they'll be able to hit ''some'' of the common Sentry positions. But doing this is very time consuming and leaves you prone to [[Spy|Spies]].
+
* The [[Loose Cannon]]'s increased knockback is useful for knocking back BLU attackers trying to push through the Elevator Shaft, even when ÜberCharged.
* As a part of the Red team, your main job should be to stop the Blu team in their tracks, either by: controlling the [[Chokepoint|chokepoints]] or by constantly showering the attackers with explosives.
+
* 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.
** During the battle for the A point, stay in the Mann.Co building and deny the Blu team from accessing its second floor. Pay close attention to the outdoor stairwell on the building's right side, as that is the most likely route the invaders will take. If the Mann.CO building is captured, retreat to the Catwalks and lay Sticky traps on the two exits leading to them, in order to further stall the Blu's attack.
 
** Its important to retain control over the upstairs section of the Lab, when defending the second point. This section is quit "chokey" and tight, making it a near perfect environment for you. If however, your forced to stay on the low ground. Lay multiple Stickies on the gates leading from the Server room, as that is the exit Blu members will pass through when attempting to reach the high ground positions above the point.
 
** Your task for protecting the final capture point is quit simple. Shove explosives down the Elevator Shaft, or the Elevator cage in order to protect the YTI room. Periodically check in the Ventilation Shaft for any sneaky Sentry nests set up by the Blu.  
 
  
 
=== {{class link|Heavy}} ===
 
=== {{class link|Heavy}} ===
*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.
+
'''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.
  
 
=== {{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.