Difference between revisions of "Community Frontier strategy"
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− | {{ | + | {{community strategy stub|Expand the "General strategy" section to cover map locations in more detail. Potentially look at the class-specific strategies as well.}} |
− | |||
− | + | {{Map infobox | |
+ | | map-strategy = yes | ||
+ | | map-status = community | ||
+ | | map-name = Frontier | ||
+ | | map-game-type = Payload | ||
+ | | map-file-name = pl_frontier_final | ||
+ | | map-image = pl_frontier.jpg | ||
+ | | map-released = {{Patch name|2|24|2011}} | ||
+ | | map-released-major = Community Map Pack Update | ||
+ | | map-environment = Alpine | ||
+ | | map-setting = Daylight, Sunny | ||
+ | | map-hazards = [[Environmental death#Pitfalls|Pitfall]], [[Environmental_death#Trains|Li'l Chew Chew]] | ||
+ | | map-pickups-health-small = 8 | ||
+ | | map-pickups-health-medium = 11 | ||
+ | | map-pickups-health-large = 2 | ||
+ | | map-pickups-ammo-small = 5 | ||
+ | | map-pickups-ammo-medium = 15 | ||
+ | | map-pickups-ammo-large = 4 | ||
+ | | map-stamp-link = https://steamcommunity.com/stats/TF2/leaderboards/141481 | ||
+ | }} | ||
− | + | This article is about '''Community Frontier strategy'''. | |
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− | |||
− | |||
− | |||
− | |||
− | |||
− | + | '''Note''': It is recommended to read the main [[Frontier]] article first to become familiar with the names of key map locations used in this article. | |
+ | {{TOC limit|3}} | ||
− | == | + | ==General strategy== |
+ | * BLU should always take advantage of [[Payload|Li'l Chew Chew's]] size, using it to shield them from incoming attacks while holding a hard defense to the sides. Likewise, the frontal protection provided by Li'l Chew Chew and terrain around the cart during key points encourages flanking and attacking from high ground by RED. | ||
+ | * Slow-moving or unlucky enemies can be [[Knockback|shoved in front of the train]] and killed, assisted by a quick push from a Pyro's [[compression blast]] or a Scout's [[Force-A-Nature]] knockback. | ||
− | + | * The stairs inside the Shack can make it easy for a Spy to sneak up behind a [[Sentry Gun]] and the Engineer, so a Pyro would be well-suited to [[spycheck]] as well as deflect incoming rockets. | |
+ | * The tunnel right before the third cap is a good place for either team to [[ambush]] players with the [[Backburner]], or house a Sentry Gun. | ||
− | + | * The team that maintains control of the high ground maintains control of the game. If RED has the high ground, they can easily rain explosives and Sentry fire and more. If BLU has the high ground, they will be able to provide constant fire support to the people on the cart, as well as being able to see in front of the cart. | |
− | * | ||
− | + | * While taking the final point, BLU Snipers can use the newly opened shortcut to pick off RED team members around the end of the tracks. Other classes can also take this path and quickly head to the ramp on the right, allowing closer access to RED's defenses. | |
− | * | ||
− | =={{Class link| | + | ==Class-specific strategy== |
− | * | + | ==={{Class link|Scout}}=== |
− | ** | + | ====General==== |
+ | * The Scout's double jump makes it very easy for him to get on top of the much larger than normal cart. Getting on top of Li'l Chew Chew when there are only a few attackers on it can make for a very rewarding ambush. | ||
+ | ====Offense==== | ||
+ | * The best use for an offensive Scout on this map is to flank. If the enemy team has Engineers which are preventing a push, distract them in order to allow another team member such as a Spy or a Demoman an opportunity to destroy the nest. | ||
+ | ** When the path is clear, it is crucial that the Scouts push with the team due to their ability to push the cart twice as fast as any other class. | ||
+ | ====Defense==== | ||
+ | * By using the highly increased mobility of the Scout, it is incredibly easy to stop the cart from pushing just from being on top of it or by distracting enemies. | ||
− | =={{Class link| | + | ==={{Class link|Soldier}}=== |
− | * | + | ====General==== |
+ | * There are plenty of higher-up places in very key spots around the map that offer a good place to blast the enemy. The platform just after Point A, the sides of the initial upward hill push, the Sniper platform above Point B, and the long platform above the final capture point are all good spots. | ||
+ | ====Offense==== | ||
+ | * The Soldier is incredibly useful for taking out Sentry nests. If RED has built up what seems to be an impenetrable defense, a Soldier with good aim and proper team assistance can reduce it to a pile of reserve metal in a matter of seconds. | ||
+ | * Soldiers are exceptionally mobile. They can oftentimes use this to their advantage and rocket jump forward to pick enemies and destroy Sentry nests before they're fully functional. | ||
+ | ====Defense==== | ||
+ | * Taking on a fully loaded cart can be hard, unless you make use of a [[Buff Banner]] or a [[Kritzkrieg]] charge. A well-aimed critical rocket can turn a huge push into a stalled cart. | ||
− | =={{Class link| | + | ==={{Class link|Pyro}}=== |
− | * | + | ====General==== |
+ | * By using the [[Detonator]], the Pyro is more easily able to use the map's heightened terrain in order to surprise enemies coming by. | ||
+ | ** This strategy is especially useful when using the [[Powerjack]] for bonus speed and the [[Backburner]] for Critical hits from behind. | ||
+ | ====Offense==== | ||
+ | * The Pyro is incredibly effective at protecting the team from Spies. It is imperative to have one on or around the cart at all times to keep Spies away or kill them should they come within range. | ||
+ | ====Defense==== | ||
+ | * Make good use of your compression blast to push enemies off the train. Since they have to jump back onto the train's platform to ride it, this can offer a quick distraction that might allow teammates to kill them, resulting in stopping the train's forward momentum. In addition, the Pyro can use the Backburner to sneak up behind the attackers and take advantage of the Critical hits from behind. | ||
+ | ==={{Class link|Demoman}}=== | ||
+ | ====General==== | ||
+ | * It is important for Demomen of both teams to use their incredibly high splash damage to eliminate enemies in groups. This can allow the team to work, whether pushing or setting up a nest, under a lot less pressure. | ||
+ | ====Offense==== | ||
+ | * Demomen are usually the most useful on team BLU when they are working ahead of the cart in order to effectively eliminate buildings to allow for a safe push. | ||
+ | ====Defense==== | ||
+ | * Demomen can use the pillars of the tunnel before Control Point 1 to their advantage. If they are close enough to Li'l Chew Chew, yet unexposed to enemy fire, then they can make excellent Sticky traps using the [[Stickybomb Launcher]] or [[Scottish Resistance]]. | ||
− | + | * When defending the hill going to the third control point, spam onto enemies pushing the cart. Enemies will not have much space to move as the beginning of the hill is very constricted. | |
+ | ==={{Class link|Heavy}}=== | ||
+ | ====General==== | ||
+ | * Due to the scarce and often difficult to reach health packs at certain points in the map, it is imperative for all Heavies to equip the [[Sandvich]] to keep their teammates alive. | ||
+ | ** Sandviches can be thrown into corners, acting as medium [[health packs]], where allies can more easily pick them up should they need them. It is important to be careful, however, as members of both teams can pick up Sandviches and obtain the health bonuses provided. | ||
+ | ====Offense==== | ||
+ | * Like other Payload maps, Heavies work well when pushing the cart. In this case, the built-in Dispenser on Li'l Chew Chew allows them to provide a constant stream of ammo while riding on the train's platform. | ||
+ | ** However, unlike other Payload maps, the Heavy is unable to fire directly in front of him. The Heavy is limited to firing either to the left, right, or behind. For this reason, the Heavy is often responsible for protecting others who are riding the cart. | ||
+ | * Many Heavies will find that there is more to do in this map ahead of the cart due to its massive size. It may oftentimes be more useful for a Heavy to remain ahead of the cart to properly dispose of any threats to the incoming push. | ||
+ | ====Defense==== | ||
+ | * A Heavy who is revved up around a corner that the cart is approaching has the potential to wipe out everybody on the cart. | ||
+ | ** This strategy is most easily executed using the [[Tomislav]] due to its silent spinning. | ||
+ | ==={{Class link|Engineer}}=== | ||
+ | ====General==== | ||
+ | * The construction of [[Teleporters]] is very important for Engineers on both teams. The map is very large and a lot of time can be saved, especially for slower classes, through instant transportation. | ||
+ | ** With many rooms and corners that are seemingly useless, there are many good places where a Teleporter exit can be placed and remain safe. | ||
+ | ====Offense==== | ||
+ | * Underneath the final capture point, there are large ammo and Health kits, which most players do not normally venture to unless they fall down there. A sneaky BLU Engineer can construct a small base here with a Teleporter to allow BLU faster access to the final point. | ||
+ | ** Sneaky BLU Engineers can also construct a Sentry Gun outside RED's second spawn (between control points 2 and 3) if they can get past enemy forces at Control Point 1. A full Level 3 Sentry Gun can effectively delay RED until they are able to build up an [[ÜberCharge]] or have a Spy destroy the nest, giving BLU time to push Li'l Chew Chew up the hill to Control Point 2. | ||
+ | *** From here, you can even have a couple of Engies set up at the final RED spawn, completely locking them out of the game. | ||
+ | ====Defense==== | ||
+ | * Using the various nooks and crannies about the map, there are many places that a defensive Sentry can be placed in order to effectively wipe out anybody on the cart. | ||
+ | * Due to the size of Li'l Chew Chew, it is never wise to put a Sentry Gun on the tracks. The enemies are completely protected and can easily destroy your Sentry by forcing Li'l Chew Chew to push forward, running your buildings over. | ||
− | {{Class | + | ==={{Class link|Medic}}=== |
− | [[ | + | ====General==== |
− | [[ | + | * Because of the vast open space that the map occupies, the [[Crusader's Crossbow]] is incredibly effective, as it has few obstructions to interrupt its bolts from the intended targets. |
+ | ====Offense==== | ||
+ | * BLU Medics should be careful when the round first begins if they are pushing [[Payload|Li'l Chew Chew]]. Large amounts of flanking fire from RED team members will come on it and can easily kill you if you are not using a [[ÜberCharge]]. | ||
+ | ====Defense==== | ||
+ | * It is not a bad idea for Medics to run the Kritzkrieg while defending points on this map. When activated on a class with splash damage such as a Demoman or Soldier, it can allow for the cart to be cleared out in a matter of seconds. | ||
+ | ** As BLU will often run the stock [[Medi Gun]], the quicker charge time of the Kritzkrieg will allow your team to have more power at a sooner time. Once you're fully charged, their Medic should still be building up their ÜberCharge meter. At this point, you can activate the charge and attempt to kill their Medic before his charge is complete or wait for a pick class to assassinate the Medic. | ||
+ | *** Eventually, this may also force the BLU team to run the Kritzkrieg as well. This can be especially good for your team, as it means that their pushes will oftentimes be weaker due to their inability to easily destroy Sentry Guns. | ||
+ | |||
+ | ==={{Class link|Sniper}}=== | ||
+ | ====General==== | ||
+ | * A number of higher areas are accessible throughout this map due to its uphill nature, offering excellent sight lines for Sentry Guns and Snipers. This is especially so just outside of BLU's initial spawn, on the hill leading up to Control Point 2, and on the catwalks of RED's final spawn near Control Point 4. | ||
+ | ====Offense==== | ||
+ | * At the first Capture Point, there is a balcony overlooking the RED spawn. If you can get there safely, it allows you to destroy their defenses and interrupt reinforcements before they can react. | ||
+ | ====Defense==== | ||
+ | * Defensive Snipers will often have a hard time picking enemies off easily due to the size of the cart. Rather than relying on headshots from the front, it is prudent for Snipers to flank and follow the sides of the cart to pick off anybody pushing it from the side rather than the front. | ||
+ | * The final capture point allows for great Sniper access. While sitting on the balcony directly outside of spawn, they can use the expansive sight lines to pick off enemies and keep lookout for the rest of the team. | ||
+ | |||
+ | ==={{Class link|Spy}}=== | ||
+ | ====General==== | ||
+ | * This map offers a lot of high ground to both sides, making jump-stabs an effective way of getting rid of high-value targets. | ||
+ | ====Offense==== | ||
+ | * With all of the corners, paths, and hiding spots (especially around the first three points), getting to the point and tapping it to prevent it from falling backward can be useful while your teammates rally up. | ||
+ | ====Defense==== | ||
+ | * Spies looking to make their way behind the cart in order to score some seemingly easy kills should be especially wary. Because the enemy cannot see directly in front of the cart, most of the time, they will be focused on looking around behind them while pushing. | ||
+ | * Defensive Spies are most useful on this map when they are working behind enemy lines and destroying the buildings of BLU Engineers. | ||
+ | ** After destroying any Teleporters that have been set up, a careful Spy can keep lookout for any enemies walking back to the cart and pick them off one by one. | ||
+ | |||
+ | {{Map strategy}} |
Latest revision as of 19:37, 20 January 2024
“Sun Tzu's got nothing on us!” This article is a Community strategy stub. As such, it is not complete. You can help the Team Fortress Wiki Community Strategy Project by expanding it. Notes: Expand the "General strategy" section to cover map locations in more detail. Potentially look at the class-specific strategies as well. |
Frontier | |
---|---|
Basic Information | |
Map type: | Payload |
File name: | pl_frontier_final
|
Released: | February 24, 2011 Patch (Community Map Pack Update) |
Developer(s): | Patrick "MangyCarface" Mulholland Arhurt |
Map Info | |
Environment: | Alpine |
Setting: | Daylight, Sunny |
Hazards: | Pitfall, Li'l Chew Chew |
Map Items | |
Health Kits: | ×8 • ×11 • ×2 |
Ammo Boxes: | ×5 • ×15 • ×4 |
Map Photos | |
Map Overview | |
This article is about Community Frontier strategy.
Note: It is recommended to read the main Frontier article first to become familiar with the names of key map locations used in this article.
General strategy
- BLU should always take advantage of Li'l Chew Chew's size, using it to shield them from incoming attacks while holding a hard defense to the sides. Likewise, the frontal protection provided by Li'l Chew Chew and terrain around the cart during key points encourages flanking and attacking from high ground by RED.
- Slow-moving or unlucky enemies can be shoved in front of the train and killed, assisted by a quick push from a Pyro's compression blast or a Scout's Force-A-Nature knockback.
- The stairs inside the Shack can make it easy for a Spy to sneak up behind a Sentry Gun and the Engineer, so a Pyro would be well-suited to spycheck as well as deflect incoming rockets.
- The tunnel right before the third cap is a good place for either team to ambush players with the Backburner, or house a Sentry Gun.
- The team that maintains control of the high ground maintains control of the game. If RED has the high ground, they can easily rain explosives and Sentry fire and more. If BLU has the high ground, they will be able to provide constant fire support to the people on the cart, as well as being able to see in front of the cart.
- While taking the final point, BLU Snipers can use the newly opened shortcut to pick off RED team members around the end of the tracks. Other classes can also take this path and quickly head to the ramp on the right, allowing closer access to RED's defenses.
Class-specific strategy
Scout
General
- The Scout's double jump makes it very easy for him to get on top of the much larger than normal cart. Getting on top of Li'l Chew Chew when there are only a few attackers on it can make for a very rewarding ambush.
Offense
- The best use for an offensive Scout on this map is to flank. If the enemy team has Engineers which are preventing a push, distract them in order to allow another team member such as a Spy or a Demoman an opportunity to destroy the nest.
- When the path is clear, it is crucial that the Scouts push with the team due to their ability to push the cart twice as fast as any other class.
Defense
- By using the highly increased mobility of the Scout, it is incredibly easy to stop the cart from pushing just from being on top of it or by distracting enemies.
Soldier
General
- There are plenty of higher-up places in very key spots around the map that offer a good place to blast the enemy. The platform just after Point A, the sides of the initial upward hill push, the Sniper platform above Point B, and the long platform above the final capture point are all good spots.
Offense
- The Soldier is incredibly useful for taking out Sentry nests. If RED has built up what seems to be an impenetrable defense, a Soldier with good aim and proper team assistance can reduce it to a pile of reserve metal in a matter of seconds.
- Soldiers are exceptionally mobile. They can oftentimes use this to their advantage and rocket jump forward to pick enemies and destroy Sentry nests before they're fully functional.
Defense
- Taking on a fully loaded cart can be hard, unless you make use of a Buff Banner or a Kritzkrieg charge. A well-aimed critical rocket can turn a huge push into a stalled cart.
Pyro
General
- By using the Detonator, the Pyro is more easily able to use the map's heightened terrain in order to surprise enemies coming by.
- This strategy is especially useful when using the Powerjack for bonus speed and the Backburner for Critical hits from behind.
Offense
- The Pyro is incredibly effective at protecting the team from Spies. It is imperative to have one on or around the cart at all times to keep Spies away or kill them should they come within range.
Defense
- Make good use of your compression blast to push enemies off the train. Since they have to jump back onto the train's platform to ride it, this can offer a quick distraction that might allow teammates to kill them, resulting in stopping the train's forward momentum. In addition, the Pyro can use the Backburner to sneak up behind the attackers and take advantage of the Critical hits from behind.
Demoman
General
- It is important for Demomen of both teams to use their incredibly high splash damage to eliminate enemies in groups. This can allow the team to work, whether pushing or setting up a nest, under a lot less pressure.
Offense
- Demomen are usually the most useful on team BLU when they are working ahead of the cart in order to effectively eliminate buildings to allow for a safe push.
Defense
- Demomen can use the pillars of the tunnel before Control Point 1 to their advantage. If they are close enough to Li'l Chew Chew, yet unexposed to enemy fire, then they can make excellent Sticky traps using the Stickybomb Launcher or Scottish Resistance.
- When defending the hill going to the third control point, spam onto enemies pushing the cart. Enemies will not have much space to move as the beginning of the hill is very constricted.
Heavy
General
- Due to the scarce and often difficult to reach health packs at certain points in the map, it is imperative for all Heavies to equip the Sandvich to keep their teammates alive.
- Sandviches can be thrown into corners, acting as medium health packs, where allies can more easily pick them up should they need them. It is important to be careful, however, as members of both teams can pick up Sandviches and obtain the health bonuses provided.
Offense
- Like other Payload maps, Heavies work well when pushing the cart. In this case, the built-in Dispenser on Li'l Chew Chew allows them to provide a constant stream of ammo while riding on the train's platform.
- However, unlike other Payload maps, the Heavy is unable to fire directly in front of him. The Heavy is limited to firing either to the left, right, or behind. For this reason, the Heavy is often responsible for protecting others who are riding the cart.
- Many Heavies will find that there is more to do in this map ahead of the cart due to its massive size. It may oftentimes be more useful for a Heavy to remain ahead of the cart to properly dispose of any threats to the incoming push.
Defense
- A Heavy who is revved up around a corner that the cart is approaching has the potential to wipe out everybody on the cart.
- This strategy is most easily executed using the Tomislav due to its silent spinning.
Engineer
General
- The construction of Teleporters is very important for Engineers on both teams. The map is very large and a lot of time can be saved, especially for slower classes, through instant transportation.
- With many rooms and corners that are seemingly useless, there are many good places where a Teleporter exit can be placed and remain safe.
Offense
- Underneath the final capture point, there are large ammo and Health kits, which most players do not normally venture to unless they fall down there. A sneaky BLU Engineer can construct a small base here with a Teleporter to allow BLU faster access to the final point.
- Sneaky BLU Engineers can also construct a Sentry Gun outside RED's second spawn (between control points 2 and 3) if they can get past enemy forces at Control Point 1. A full Level 3 Sentry Gun can effectively delay RED until they are able to build up an ÜberCharge or have a Spy destroy the nest, giving BLU time to push Li'l Chew Chew up the hill to Control Point 2.
- From here, you can even have a couple of Engies set up at the final RED spawn, completely locking them out of the game.
- Sneaky BLU Engineers can also construct a Sentry Gun outside RED's second spawn (between control points 2 and 3) if they can get past enemy forces at Control Point 1. A full Level 3 Sentry Gun can effectively delay RED until they are able to build up an ÜberCharge or have a Spy destroy the nest, giving BLU time to push Li'l Chew Chew up the hill to Control Point 2.
Defense
- Using the various nooks and crannies about the map, there are many places that a defensive Sentry can be placed in order to effectively wipe out anybody on the cart.
- Due to the size of Li'l Chew Chew, it is never wise to put a Sentry Gun on the tracks. The enemies are completely protected and can easily destroy your Sentry by forcing Li'l Chew Chew to push forward, running your buildings over.
Medic
General
- Because of the vast open space that the map occupies, the Crusader's Crossbow is incredibly effective, as it has few obstructions to interrupt its bolts from the intended targets.
Offense
- BLU Medics should be careful when the round first begins if they are pushing Li'l Chew Chew. Large amounts of flanking fire from RED team members will come on it and can easily kill you if you are not using a ÜberCharge.
Defense
- It is not a bad idea for Medics to run the Kritzkrieg while defending points on this map. When activated on a class with splash damage such as a Demoman or Soldier, it can allow for the cart to be cleared out in a matter of seconds.
- As BLU will often run the stock Medi Gun, the quicker charge time of the Kritzkrieg will allow your team to have more power at a sooner time. Once you're fully charged, their Medic should still be building up their ÜberCharge meter. At this point, you can activate the charge and attempt to kill their Medic before his charge is complete or wait for a pick class to assassinate the Medic.
- Eventually, this may also force the BLU team to run the Kritzkrieg as well. This can be especially good for your team, as it means that their pushes will oftentimes be weaker due to their inability to easily destroy Sentry Guns.
- As BLU will often run the stock Medi Gun, the quicker charge time of the Kritzkrieg will allow your team to have more power at a sooner time. Once you're fully charged, their Medic should still be building up their ÜberCharge meter. At this point, you can activate the charge and attempt to kill their Medic before his charge is complete or wait for a pick class to assassinate the Medic.
Sniper
General
- A number of higher areas are accessible throughout this map due to its uphill nature, offering excellent sight lines for Sentry Guns and Snipers. This is especially so just outside of BLU's initial spawn, on the hill leading up to Control Point 2, and on the catwalks of RED's final spawn near Control Point 4.
Offense
- At the first Capture Point, there is a balcony overlooking the RED spawn. If you can get there safely, it allows you to destroy their defenses and interrupt reinforcements before they can react.
Defense
- Defensive Snipers will often have a hard time picking enemies off easily due to the size of the cart. Rather than relying on headshots from the front, it is prudent for Snipers to flank and follow the sides of the cart to pick off anybody pushing it from the side rather than the front.
- The final capture point allows for great Sniper access. While sitting on the balcony directly outside of spawn, they can use the expansive sight lines to pick off enemies and keep lookout for the rest of the team.
Spy
General
- This map offers a lot of high ground to both sides, making jump-stabs an effective way of getting rid of high-value targets.
Offense
- With all of the corners, paths, and hiding spots (especially around the first three points), getting to the point and tapping it to prevent it from falling backward can be useful while your teammates rally up.
Defense
- Spies looking to make their way behind the cart in order to score some seemingly easy kills should be especially wary. Because the enemy cannot see directly in front of the cart, most of the time, they will be focused on looking around behind them while pushing.
- Defensive Spies are most useful on this map when they are working behind enemy lines and destroying the buildings of BLU Engineers.
- After destroying any Teleporters that have been set up, a careful Spy can keep lookout for any enemies walking back to the cart and pick them off one by one.