Difference between revisions of "User:Magic Magician/Sandbox"

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m (Part two of refurbishment: Badwater Basin. Moved layout to Sandbox.)
 
m (Moving to Gravel Pit.)
 
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Further layouts for Community Sniper Strategy.
 
Further layouts for Community Sniper Strategy.
  
===[[Badwater Basin]]===
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===[[Gravel Pit]]===
  
 
====General====
 
====General====
  
* Badwater Basin is a good map for Snipers, as each of its points have good lines of sight from either side, but also have limited areas to snipe from due to its initial linearity. As such, you may be competing with friendly Snipers for the prime spots, so try to mix things up a little, and snipe closer to the front lines than the enemy would expect you to.
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* Gravel Pit's long sight lines favor Snipers, and almost all approaches to the capture points are marked by areas that one or two Snipers can readily cover. As BLU, anticipate at least one RED Sniper with the team in each CP, and as RED, remember that BLU has several protected sniping areas that you do not.
  
* The tunnel that the cart goes through for most of the first area is also a good sniping spot for both teams as it provides a very long line of sight down the otherwise most covered part of the area, allowing you to pick off enemies as they proceed through to push/stop the cart.
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*When on BLU, you're somewhat limited in what you can do.  BLU is bottlenecked very badly when exiting spawn into both A and B. However, once your team has taken ground at either point, the bottleneck becomes less of a problem, allowing you to snipe enemies coming to fight off your teammates with greater ease.  Also, after taking both A and B, enemies on the tower at C are vulnerable to Sniper fire. C is where you'll be able to do more damage.
  
* The second area of the map is another Sniper-friendly one, with narrow but key sightlines coming from the top of the hill where the rocks are all the way to just next to RED's forward spawn/shortcut. On attack, this view can be used to effectively lock down the area that spans the back of the second point by preventing them from running over to the stairs/roof building directly, and forcing them to take [[Teleporters]] or try tricky jumps to evade headshots. On RED, you can aim up to the rocks where the BLU Snipers may be with ease, but it is worth noting that they may already be stationed there and ready to headshot you as soon as you poke your head out to survey the area. ** Nevertheless, this is still a good spot, as it lets you pick off just-spawned enemies as they go over the hill, and also effectively cover the cart (which should be within sufficient range for you to deter/assist in dispatching anyone pushing the cart with [[Jarate]]).  
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* Look for alternate attack routes, especially on Point C. It is possible to snipe distracted defenders from multiple angles and sneak away quickly to another one before they can react.
  
====Attack====
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====Capture Points====
  
* The BLU Spawn is an obvious sniping spot when attacking the first area due to its darkness and being a no-go zone for Spies, but be wary of enemy Snipers positioned at the very top of the hill next to, behind and on the rock formations at the top of the hill. Conversely, the rock is a great spot for defending Snipers, as you can pick off enemies as they leave spawn or try to take pot shots up the hill (though it is worth being aware of your blind spot, in case you have no teammates standing guard or enemy Spies jumping up to stab you).
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*'''Point A'''
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** When defending A, there are four entrances to A to consider:
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*** 2 spawn entrances,
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*** The connecting tunnel, and
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*** 1 entrance from C.
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If B hasn't been taken then the C entrances doesn't pose much threat. A is undoubtedly the harder point to snipe at. There is no clear view into the bottlenecked spawn entrances, or any good cover. However, you can see most of the whole side of the map from the building that houses the control point.
  
* You can also take advantage of the building found at the very back of the courtyard behind the second point by sniping enemies on the roof/coming up the stairs from the ground floor (especially effective when the defenders still consider it a 'safe' zone and position their Medics or Engineer buildings on the back of the roof).
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*'''Point B'''
** However, being such a far off spot with covered routes to it, it becomes easy for Spies and Scouts to quickly make their way up to you and take you out if you are alone (it is also subject to Soldiers and Demomen as they can rocket/sticky jump on to the sniping balcony from the roof with little effort).
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** When defending B, there are 5 entrances to B that you must be aware of when sniping
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*** 2 coming from BLU spawn,
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*** 2 coming from C, and
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*** 1 connecting tunnel between A and B. 
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Again, if A hasn't been taken, then you don't have to worry about the C entrances very much if at all.  The connecting tunnel entrance is positioned directly to the right of the right spawn exit, so watching both at the same time is relatively easy, yet somewhat inaccessible. The left exit, is a long tunnel that forces the blue players into a bottleneck, and with a large rock outside of it offering a defensive Sniper cover, it makes a good spot for sniping.
  
* You can also elect to jump onto the rock outcroppings in the courtyard, and have clearer sightlines to Engineers who would otherwise be behind cover if you were to snipe from the building. However, you yourself will be exposed and will have to escape quickly if you are detected by the RED team.
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*'''Point C'''
 
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** When defending Point C, either side of the spawn point gives a good field of fire and relative protection from Spies due to the long run to reach it. You can also shoot into the side hallways from here. Also, the tower that houses the final control point gives relatively good cover, and allows you a good view of all 3 entrances into C.
* The roof at the second point can be used by BLU Snipers when the cart is being pushed from the second to the third points, but it only covers 2/3 of the distance to the third point, and also is in the main line of sight of Snipers aiming up from the dip the cart goes down the ramp into. It can however be safely used for sniping enemies going in and out of the house above the dip, as you can snipe both enemies coming and going via the back entrance as well as going up the stairs from the near side. It is for this reason that it is not advisable to snipe from said house on the defending team when aiming at rooftop enemies, as it is a blind chokepoint and so subject to a lot of [[Grenade Launcher|grenades]] and other spam.
 
 
 
* Attacking Snipers can snipe up at the third point from the dip near where the full health and ammo packs are and have a good wall to hide behind. However, this location is risky as it is just within a [[Heavy]]'s effective Minigun range as well as grenade range, meaning it will be difficult to get a clear shot. You can also go through the newly opened left corridor to get a better view of the third point, but it is in the prime sightlines of RED Snipers due to being such an effective spot and is also a chokepoint for long range rockets and grenades, most likely coming from the building on the left (which may have a Sentry Gun on its balcony, rendering this area almost inaccessible).
 
 
 
* BLU Snipers at the last point can snipe from the concrete pipes next to the third point to target any Snipers or players coming out of the upper left spawn exit (from the attackers' view), and can also crouch to safeguard yourself against other Snipers temporarily. You can also snipe directly from the top of the last ramp the cart goes down, but it is a large risk as it is a commonly stickied area, and is also the edge of a safe zone for enemy Spies (them being able to stab you and directly run down the ramp to safety). Alternatively, the window in the top tower can be used, as can the windows in the right buildings nearer the upper enemy spawn, but these are both in the enemy Sniper's view from either of their spawns.
 
 
 
====Defense====
 
 
 
* RED Snipers can aim out of the windows in the buildings overlooking the third point, as they provide great coverage and are dark and brown enough to help you blend in with them slightly, slightly impeding the aim of enemy Snipers. The middle window is the most effective, as it allows you to see all of the cart's route from the dip onwards, and it protects you from Snipers hiding in the far right buildings.
 
** Bear in mind that the window is large enough to arc grenades and [[stickies|Stickybomb Launcher]] into easily, and it is secluded enough that a Spy can backstab you without any teammates around you noticing. Alternatively, the concrete pipes slightly past the third point can be used as a safer sniping point, but compromises your vision in return.
 
 
 
* Snipers defending the last point can do so from the relative safety of their upper spawn doors, as they can easily aim and hide from enemies by retreating into spawn, but run the risk of being backstabbed if they stay still for too long. If the cart has already been pushed to the bottom of the ramp and enemies are pushing, picking the upper left spawn is probably the best as you can see the prime sniping BLU sniping spots instantly, and can effectively fire down on the cart area with relative ease (and if worst comes to worst, it's within range to throw some Jarate, jump down and attempt a last stand with the [[Kukri]] or the [[Tribalman's Shiv]]).
 

Latest revision as of 15:16, 30 January 2011

Further layouts for Community Sniper Strategy.

Gravel Pit

General

  • Gravel Pit's long sight lines favor Snipers, and almost all approaches to the capture points are marked by areas that one or two Snipers can readily cover. As BLU, anticipate at least one RED Sniper with the team in each CP, and as RED, remember that BLU has several protected sniping areas that you do not.
  • When on BLU, you're somewhat limited in what you can do. BLU is bottlenecked very badly when exiting spawn into both A and B. However, once your team has taken ground at either point, the bottleneck becomes less of a problem, allowing you to snipe enemies coming to fight off your teammates with greater ease. Also, after taking both A and B, enemies on the tower at C are vulnerable to Sniper fire. C is where you'll be able to do more damage.
  • Look for alternate attack routes, especially on Point C. It is possible to snipe distracted defenders from multiple angles and sneak away quickly to another one before they can react.

Capture Points

  • Point A
    • When defending A, there are four entrances to A to consider:
      • 2 spawn entrances,
      • The connecting tunnel, and
      • 1 entrance from C.

If B hasn't been taken then the C entrances doesn't pose much threat. A is undoubtedly the harder point to snipe at. There is no clear view into the bottlenecked spawn entrances, or any good cover. However, you can see most of the whole side of the map from the building that houses the control point.

  • Point B
    • When defending B, there are 5 entrances to B that you must be aware of when sniping:
      • 2 coming from BLU spawn,
      • 2 coming from C, and
      • 1 connecting tunnel between A and B.

Again, if A hasn't been taken, then you don't have to worry about the C entrances very much if at all. The connecting tunnel entrance is positioned directly to the right of the right spawn exit, so watching both at the same time is relatively easy, yet somewhat inaccessible. The left exit, is a long tunnel that forces the blue players into a bottleneck, and with a large rock outside of it offering a defensive Sniper cover, it makes a good spot for sniping.

  • Point C
    • When defending Point C, either side of the spawn point gives a good field of fire and relative protection from Spies due to the long run to reach it. You can also shoot into the side hallways from here. Also, the tower that houses the final control point gives relatively good cover, and allows you a good view of all 3 entrances into C.