Difference between revisions of "Community Wutville strategy"

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(Added class strategies on watville)
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{{update|Incomplete}}
 
{{update|Incomplete}}
{{Community strategy stub|
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{{Community strategy stub}}
I've seen some problems with this community strategy page
 
* Most of the "strategies" in this page are very common/general (e.g. "You can do Sentry rocket jump to bring the Sentry to enemy lines". This is a very general strategy, and not just for Wutville.
 
* These strategies doesn't use the potentials of the map (any specific part of the map, as boxes, walls, trees, etc) as a strategy (e.g. in [[Community 2Fort strategy]], the "Use the bridge awning to double jump into the enemy battlements. ..." phrase is simple, but refers that it may be useful to use some part of that map <nowiki>[the bridge]</nowiki>) or any advantages/disadvantages of using any class/weapon/movement type.
 
}}
 
 
{{Map infobox
 
{{Map infobox
 
   | map-strategy              = yes
 
   | map-strategy              = yes
   | game-type                 = Payload
+
   | map-status                = community
   | file-name                 = pl_wutville_event
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  | map-name                  = Wutville
 +
  | map-game-type             = Payload
 +
   | map-file-name             = pl_wutville_event
 
   | map-image                = Pl_wutville_event.png
 
   | map-image                = Pl_wutville_event.png
   | release-date             = December 3, 2020
+
   | map-released             = {{Patch name|12|3|2020}}
   | last-updated              = December 16, 2020
+
   | map-released-major        = Smissmas 2020
 
   | map-hazards              = [[Pitfall]]s,<br>[[Environmental death#Cart explosion|Payload Cart explosion]]
 
   | map-hazards              = [[Pitfall]]s,<br>[[Environmental death#Cart explosion|Payload Cart explosion]]
 
   | map-environment          = Smissmas
 
   | map-environment          = Smissmas
 
   | map-setting              = Night, Town
 
   | map-setting              = Night, Town
   | map-health-pickups-small  = 10
+
   | map-pickups-health-small  = 10
   | map-health-pickups-medium = 6
+
   | map-pickups-health-medium = 6
   | map-health-pickups-large  = 2
+
   | map-pickups-health-large  = 2
   | map-ammo-pickups-small    = 1
+
   | map-pickups-ammo-small    = 1
   | map-ammo-pickups-medium  = 13
+
   | map-pickups-ammo-medium  = 13
   | map-ammo-pickups-large    = 2
+
   | map-pickups-ammo-large    = 2
   | developer                = {{Steamid|76561197960465342|Andrew "Thirteen" Risch}}
+
   | map-has-bots              = yes
   | map-bots                  = yes
+
   | map-stamp-link            = https://steamcommunity.com/stats/TF2/leaderboards/5860569
 
}}
 
}}
  
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== General Strategy ==
 
== General Strategy ==
Wutville's layout is a long narrow corridor with a lot of choke points, and a few tunnels which go to different places, away from the Payload track. Due to this design, Sentry Guns and Sticky Traps are all great tools for the defending team due to the narrowness of the map. Because much of the map is a long path, Sniper's long-range damage is both easily utilized and very helpful. The many tunnels allow for Spies to infiltrate the enemy team.
+
*Wutville's layout is exceptionally dominated by long corridors with long sight lines. While there are flanks, they are mostly narrow paths that parallel the main route.  
 +
** Due to this narrowness of the map, Sentry Guns and Sticky Traps are all great tools for the defending team.
 +
** In place of wide flanks, there are several cul-de-sacs to the sides of the route, each sheltering pickups or Spawns, that are large enough for several players and nests to be hidden from the main sight lines.
 +
 
 +
* The final point lies below high ground that has plenty of Health and Ammo packs to the attacking team, should they push up the left flank ramp, securing this route can easily turn the tide.
 +
 
 +
== Class-specific strategy ==
 +
 
 +
=== {{class link|Scout}} ===
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 +
=== {{class link|Soldier}} ===
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=== {{class link|Pyro}} ===
 +
* Due to a general lack of safe flank routes, Pyros are often best in front of their team, airblasting incoming spam and preventing the enemy from making space.
 +
* Overhead sections of the map can be used in conjunction with the [[Detonator]] or [[Thermal Thruster]] to drop onto unsuspecting enemies.
 +
* The [[Scorch Shot]]'s splash damage and knockback can serve as a nuisance to the enemy team, displacing them and generally slowing their advance.
 +
* Holding the [[Powerjack]] out will allow a Sniper to kill a Pyro with an uncharged headshot or fully charged bodyshot, use it sparingly when in sightlines.
 +
 
 +
=== {{class link|Demoman}} ===
 +
* The many long and straight angles available between chokes can be exploited by Demoknights.
 +
* Due to the large and open nature of the map, sticky jumping can propel you all the way to behind enemy lines. The [[Sticky Jumper]] can further aid with this.
 +
* The [[Quickiebomb Launcher]]'s faster charge time can be used to snuff out groups of enemies who are far away.
 +
 
 +
=== {{class link|Heavy}} ===
 +
* The [[Fists of Steel]] can be used on this map to counteract long Sniper sightlines, as it gives 40% damage resistance to all ranged sources.
 +
* The [[Gloves of Running Urgently]] are great for flanking to get behind a large sightline, and can also be used as an effective escape tool if you are met with a heavily guarded sightline.
 +
 
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=== {{class link|Engineer}} ===
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* On Defense, it may be beneficial to build a [[Dispenser]] or [[Sentry Gun]] in front of the enemy spawn to slow them from leaving.
 +
* The [[Short Circuit]] is highly recommended for Offense, to combat large amounts of spam, particularly on spawns with only one exit.
 +
 
 +
=== {{class link|Medic}} ===
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* Heavies take healing priority on this map, as they are the most vulnerable to Sniper.
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* The [[Vaccinator]] is a great pick for this map, as its faster [[ÜberCharge]] rate and bullet resistance can effectively combat Snipers.
  
The final point provides high ground and plentiful health and ammo packs to the attacking team should they push up the left flank, securing this route can easily turn the tide.
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=== {{class link|Sniper}} ===
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* This map can be good for Snipers of any skill level due to the large sightlines on both Offense and Defense.
 +
* The [[Hitman's Heatmaker]] has a quieter, suppressed firing sound. Given the large size of the map, a good Sniper can utilize the quieter sound to further mask his position from the enemy.
 +
* Prefer taking angles from a high/overhead spot that leads to a wide open angle for you to easily snipe any wandering enemies.
  
== Class specific strategy ==
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=== {{class link|Spy}} ===
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* The [[L'Etranger]]'s extended cloak duration is highly recommended to traverse this large map, especially with the cloak drain penalty of the [[Your Eternal Reward]].
 +
* The [[Dead Ringer]] can be used to brute force through enemy lines quickly, allowing the Spy to gain an advantageous position. Be sure to decloak in a spot where it's not too far from the enemy spawn, but not close enough that the enemy can hear the loud decloak of the Dead Ringer.
 +
* The [[Ambassador]] can help take care of the high amount of Snipers in the map when they're using the [[Razorback]], with the added benefit that it can help with close to mid range duels.
 +
* Due to the large size of the map, the [[Diamondback]], provided it has crits stored, can dish out 102 damage from any range. Use this to pick off distant Snipers, forcing them to retreat or to finish off retreating enemies.
 +
* The [[Big Earner]]'s speed on kill can be beneficial to traverse the map and escape unwanted situations.
 +
* The Your Eternal Reward can cause havoc amongst the enemy team due to how large the map is and how everyone is scattered around. It could be difficult to pinpoint who the Spy has stabbed and disguised as among the ongoing chaos.
  
=== {{class link | Scout}} ===
 
* As scout on offense you can use [[Bonk!]] or [[Winger]] to get to enemy sniper to take out.
 
* On defense check flank routes the enemy could use to get behind your team.
 
=== {{class link | Soldier}} ===
 
* [[Rocket Jumping]] is much harder to use productively on both sides so use rocket jumping after you fire rockets at the enemy to counter [[Damage]] falloff by getting closer.
 
* On Offense you can protect both you and your medic by tanking bullets with the [[Battalion's Backup]].
 
=== {{class link | pyro}} ===
 
* Use flares guns to distract snipers, but be careful not to step too far out of cover.
 
* Spy check for your engineers so your team doesn’t get pushed back.
 
=== {{class link | Demoman}} ===
 
* The many long straight angles available between chokes can be exploited by Demoknights, but be careful since sentries will be used to hold the line from the enemy.
 
* Use stickies to destroy nests that could be around corners, and use pipes to air shot mobile classes that try to get behind your team.
 
=== {{class link | heavy}} ===
 
* Genuinely Heavy on this map is very hard to play, since the Sniper sightlines are so long, and you can only hide, and even then, cover is rare on this map.
 
* Use the [[Fists of Steel]] to take headshots to protect your or your medic.
 
=== {{class link | Engineer}} ===
 
* Engineer is best played on the defense team as enemy snipers won’t you place sentries in long sight lines too push.
 
* If you must play on offense use level 3 sentries to hold your ground from around the corner, so you don’t be pushed back
 
=== {{class link | Medic}} ===
 
* As medic, you will be one of the first people the enemy sniper is going to pick off
 
* Make sure you have good cover and be with partner/group with a larger health pool to take some shots for you
 
* Use [[Vaccinator]] on the bullet resistance to counter enemy sniper.
 
=== {{class link | Sniper}} ===
 
* The map has such long sight lines that a Sniper can kill a TON of people from far away, use this to your advantage and take places that make you hard to hit or see.
 
=== {{class link | Spy}} ===
 
* Cloak and Dagger your way to the Sniper sight lines, and kill them since they think they are far enough away from Spies and the rest of the enemy team
 
 
{{Map Strategy Nav}}
 
{{Map Strategy Nav}}

Latest revision as of 20:31, 20 January 2024

Wutville
Pl wutville event.png
Basic Information
Map type: Payload
File name: pl_wutville_event
Released: December 3, 2020 Patch
(Smissmas 2020)
Developer(s): Andrew "Rogue13" Risch
Map Info
Environment: Smissmas
Setting: Night, Town
Hazards: Pitfalls,
Payload Cart explosion
Bot support: Yes
Map Items
Healthico.png Health Kits: Smallhealth.png ×10  •  Mediumhealth.png ×6  •  
Largehealth.png ×2
Ammoico.png Ammo Boxes: Smallammo.png ×1   •   Mediumammo.png ×13   •  
Largeammo.png ×2
Map Photos
Loading screen photos.
Map Overview
Wutville overview.png

This article is about Community Wutville strategy.

General Strategy

  • Wutville's layout is exceptionally dominated by long corridors with long sight lines. While there are flanks, they are mostly narrow paths that parallel the main route.
    • Due to this narrowness of the map, Sentry Guns and Sticky Traps are all great tools for the defending team.
    • In place of wide flanks, there are several cul-de-sacs to the sides of the route, each sheltering pickups or Spawns, that are large enough for several players and nests to be hidden from the main sight lines.
  • The final point lies below high ground that has plenty of Health and Ammo packs to the attacking team, should they push up the left flank ramp, securing this route can easily turn the tide.

Class-specific strategy

Leaderboard class scout.png Scout

Leaderboard class soldier.png Soldier

Leaderboard class pyro.png Pyro

  • Due to a general lack of safe flank routes, Pyros are often best in front of their team, airblasting incoming spam and preventing the enemy from making space.
  • Overhead sections of the map can be used in conjunction with the Detonator or Thermal Thruster to drop onto unsuspecting enemies.
  • The Scorch Shot's splash damage and knockback can serve as a nuisance to the enemy team, displacing them and generally slowing their advance.
  • Holding the Powerjack out will allow a Sniper to kill a Pyro with an uncharged headshot or fully charged bodyshot, use it sparingly when in sightlines.

Leaderboard class demoman.png Demoman

  • The many long and straight angles available between chokes can be exploited by Demoknights.
  • Due to the large and open nature of the map, sticky jumping can propel you all the way to behind enemy lines. The Sticky Jumper can further aid with this.
  • The Quickiebomb Launcher's faster charge time can be used to snuff out groups of enemies who are far away.

Leaderboard class heavy.png Heavy

  • The Fists of Steel can be used on this map to counteract long Sniper sightlines, as it gives 40% damage resistance to all ranged sources.
  • The Gloves of Running Urgently are great for flanking to get behind a large sightline, and can also be used as an effective escape tool if you are met with a heavily guarded sightline.

Leaderboard class engineer.png Engineer

  • On Defense, it may be beneficial to build a Dispenser or Sentry Gun in front of the enemy spawn to slow them from leaving.
  • The Short Circuit is highly recommended for Offense, to combat large amounts of spam, particularly on spawns with only one exit.

Leaderboard class medic.png Medic

  • Heavies take healing priority on this map, as they are the most vulnerable to Sniper.
  • The Vaccinator is a great pick for this map, as its faster ÜberCharge rate and bullet resistance can effectively combat Snipers.

Leaderboard class sniper.png Sniper

  • This map can be good for Snipers of any skill level due to the large sightlines on both Offense and Defense.
  • The Hitman's Heatmaker has a quieter, suppressed firing sound. Given the large size of the map, a good Sniper can utilize the quieter sound to further mask his position from the enemy.
  • Prefer taking angles from a high/overhead spot that leads to a wide open angle for you to easily snipe any wandering enemies.

Leaderboard class spy.png Spy

  • The L'Etranger's extended cloak duration is highly recommended to traverse this large map, especially with the cloak drain penalty of the Your Eternal Reward.
  • The Dead Ringer can be used to brute force through enemy lines quickly, allowing the Spy to gain an advantageous position. Be sure to decloak in a spot where it's not too far from the enemy spawn, but not close enough that the enemy can hear the loud decloak of the Dead Ringer.
  • The Ambassador can help take care of the high amount of Snipers in the map when they're using the Razorback, with the added benefit that it can help with close to mid range duels.
  • Due to the large size of the map, the Diamondback, provided it has crits stored, can dish out 102 damage from any range. Use this to pick off distant Snipers, forcing them to retreat or to finish off retreating enemies.
  • The Big Earner's speed on kill can be beneficial to traverse the map and escape unwanted situations.
  • The Your Eternal Reward can cause havoc amongst the enemy team due to how large the map is and how everyone is scattered around. It could be difficult to pinpoint who the Spy has stabbed and disguised as among the ongoing chaos.