Difference between revisions of "Community Watchtower strategy"
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− | {{stub}} | + | {{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 infobox | ||
− | |game-type=Arena | + | | map-strategy = yes |
− | |file-name=arena_watchtower | + | | map-status = community |
− | |map-image=Watch 01.jpg | + | | map-name = Watchtower |
− | | map- | + | | map-game-type = Arena |
− | | map-ammo | + | | map-file-name = arena_watchtower |
− | | | + | | map-image = Watch 01.jpg |
+ | | map-released = {{Patch name|2|24|2009}} | ||
+ | | map-released-major = Scout Update | ||
+ | | map-environment = Alpine | ||
+ | | map-setting = Daylight, sunny | ||
+ | | map-pickups-health-small = 2 | ||
+ | | map-pickups-ammo-small = 2 | ||
+ | | map-stamp-link = https://steamcommunity.com/stats/TF2/leaderboards/30385 | ||
}} | }} | ||
This article is about '''Community Watchtower strategy'''. | This article is about '''Community Watchtower strategy'''. | ||
− | + | '''Note''': It is recommended to read the main [[Watchtower]] article first to become familiar with the names of key map locations used in this article. | |
− | |||
− | + | {{TOC limit|3}} | |
+ | == General strategy == | ||
+ | * Due to the wide and more vertical nature of this map, it is quite unlike any of the other Arena maps. Snipers do very well in Watchtower, both sniping from the sides or from the watchtower itself. They also can jump onto a thin wooden border on the outside of the gate facing the watchtower. This gives them an early chance to headshot a class with low health. | ||
+ | * Unlike most other Arena maps, keeping the middle point secured before it activates is very important. Try to coordinate with your team in the initial push through to the tower. If the enemies who push directly into the tower can be warded off, a Demoman can be key in securing the middle area with Stickybombs, blocking it off. | ||
+ | ** A [[Heavy]] or a [[Pyro]] lingering in the main building can be tough to deal with as well. | ||
+ | * Skilled [[Engineer]]s, with support from their team, could set up at the point after a push, making it nearly inaccessible to your enemies. | ||
+ | ** This trick is hard to pull off twice, but it can often be a good surprise tactic. What also makes it difficult is the scarcity of metal in the map; the only metal is far away at the bottom of the map, and is picked up often. | ||
+ | *** This means a Dispenser must usually be built before a Sentry Gun. If you're lucky, dropped weapons can be a good source of metal. | ||
* The roof of the watchtower can be reached by a rocket jump or a sticky jump, and there is a hole which can be used to fire below. This is one of the more reliable ways to take out enemies in the watchtower itself, but it also makes one a sitting duck for Snipers. | * The roof of the watchtower can be reached by a rocket jump or a sticky jump, and there is a hole which can be used to fire below. This is one of the more reliable ways to take out enemies in the watchtower itself, but it also makes one a sitting duck for Snipers. | ||
− | |||
* In a unique twist, the windows on the titular watchtower can all be broken. Shooting these windows open can open it up to a lot of fire from outside, especially from the pipes on either side of the building. This is especially useful for Demoman, who can break the windows open with a sticky and then barrage the watchtower with explosives. | * In a unique twist, the windows on the titular watchtower can all be broken. Shooting these windows open can open it up to a lot of fire from outside, especially from the pipes on either side of the building. This is especially useful for Demoman, who can break the windows open with a sticky and then barrage the watchtower with explosives. | ||
− | + | == Class-specific strategy == | |
− | |||
− | ==Class-specific strategy== | ||
=== {{class link|Scout}} === | === {{class link|Scout}} === | ||
* Make use of the [[Scout]]'s double jump by jumping off the pipes and then jumping back onto them to avoid enemy fire. | * Make use of the [[Scout]]'s double jump by jumping off the pipes and then jumping back onto them to avoid enemy fire. | ||
− | + | * The Scout can use his double jump to negate fall damage when jumping or falling from the pipes. | |
* The [[Scout]]'s speed is incredibly useful in such a large map, giving him a clear advantage over several other classes. | * The [[Scout]]'s speed is incredibly useful in such a large map, giving him a clear advantage over several other classes. | ||
− | + | * The [[Force-A-Nature]] can be used to access the roof of the Watchtower via [[Jump#Force jump|force jumping]]. | |
− | * The [[Force-A-Nature]] can be used to access the roof of the Watchtower via [[Jump#Force jump|force jumping | ||
− | |||
− | |||
− | |||
* The [[Shortstop]] may be useful on this map due to its longer range. | * The [[Shortstop]] may be useful on this map due to its longer range. | ||
=== {{class link|Soldier}} === | === {{class link|Soldier}} === | ||
* The [[Direct Hit]] is useful at the Higher Pipes where the logs meet, as enemies going up the logs will have nowhere to go if you fire a rocket directly down the logs. | * The [[Direct Hit]] is useful at the Higher Pipes where the logs meet, as enemies going up the logs will have nowhere to go if you fire a rocket directly down the logs. | ||
− | |||
* The [[Soldier]] can use the high ground on this map (roof, pipes) to hit unsuspecting enemies on the ground easily with splash damage. | * The [[Soldier]] can use the high ground on this map (roof, pipes) to hit unsuspecting enemies on the ground easily with splash damage. | ||
+ | * At the beginning of the match, it is recommended you fire a salvo of rockets across to the other side through the gaps in the wall. Chances are you will score some damage on the opposing team as they go around to attack you. | ||
=== {{class link|Pyro}} === | === {{class link|Pyro}} === | ||
* The pools on the center valley can extinguish fire. For a Pyro, it is important to therefore put an emphasis on following up all attacks — burn and run is not an effective strategy here. | * The pools on the center valley can extinguish fire. For a Pyro, it is important to therefore put an emphasis on following up all attacks — burn and run is not an effective strategy here. | ||
− | |||
* Long open sight lines on the sides make short-range classes like the Pyro ineffective in these areas. Try indirectly assaulting through other areas of the map or from above, if possible. | * Long open sight lines on the sides make short-range classes like the Pyro ineffective in these areas. Try indirectly assaulting through other areas of the map or from above, if possible. | ||
+ | * You can use the [[Scorch Shot]] to knock enemies off the pipes! Just know that there are bodies of water below the Watchtower, so the afterburn damage will do little. | ||
=== {{class link|Demoman}} === | === {{class link|Demoman}} === | ||
− | *The [[Sticky Jumper]] is extremely effective on this map; especially when used in conjunction with the [[Ullapool Caber]]. Place Stickies outside of the Spawn at the start of a round and [[ | + | * The [[Sticky Jumper]] is extremely effective on this map; especially when used in conjunction with the [[Ullapool Caber]]. Place Stickies outside of the Spawn at the start of a round and [[Jumping#Demoman jumps|sticky jump]] across the map, killing any unsuspecting enemies with your Melee weapon. |
+ | * As you go to attack, fire a couple grenades with the [[Grenade Launcher]] over the walls to high traffic areas (the Watchtower, the Paths around the map, etc.) | ||
=== {{class link|Heavy}} === | === {{class link|Heavy}} === | ||
− | + | * A useful strategy is to stay inside the tower shack with your [[Minigun]] revved up. | |
− | + | * The [[Fists of Steel]] are extremely useful on this map as you will take much less damage from Snipers. | |
− | * A useful | ||
− | |||
− | *The [[Fists of Steel]] are extremely useful on this map as you will take much less damage from Snipers. | ||
− | |||
* The [[Sandvich]] is ideal on this map as you can use it to quickly heal yourself if under heavy Sniper fire. | * The [[Sandvich]] is ideal on this map as you can use it to quickly heal yourself if under heavy Sniper fire. | ||
=== {{class link|Engineer}} === | === {{class link|Engineer}} === | ||
* [[Sentry Gun]]s are extremely effective when used inside the Tower Shack. | * [[Sentry Gun]]s are extremely effective when used inside the Tower Shack. | ||
− | |||
* [[Mini Sentry|Mini Sentry Guns]] are useful if placed on the ground under the pipes, as enemies knocked off will take heavy fall damage and may die due to the Sentry Guns fire. | * [[Mini Sentry|Mini Sentry Guns]] are useful if placed on the ground under the pipes, as enemies knocked off will take heavy fall damage and may die due to the Sentry Guns fire. | ||
− | |||
** Mini Sentry Guns could be placed in the tower and prevent the enemy team from capping. | ** Mini Sentry Guns could be placed in the tower and prevent the enemy team from capping. | ||
=== {{class link|Medic}} === | === {{class link|Medic}} === | ||
* Playing on the ground or on either side of the pipes is dangerous; as [[Soldier]]s on higher ground can bomb you and you may be picked off by Snipers. As such, it is important to stay on higher ground and even on the point if you can. | * Playing on the ground or on either side of the pipes is dangerous; as [[Soldier]]s on higher ground can bomb you and you may be picked off by Snipers. As such, it is important to stay on higher ground and even on the point if you can. | ||
− | + | * Try to overheal Demomen at the start of a round, as they will have more health left when they [[Jumping#Demoman jumps|sticky jump]] across the map. | |
− | * | ||
− | |||
* As a Medic try to stay behind cover as much as possible as you are a main target for Snipers. | * As a Medic try to stay behind cover as much as possible as you are a main target for Snipers. | ||
=== {{class link|Sniper}} === | === {{class link|Sniper}} === | ||
* Watchtower has very little cover for enemies heading towards the middle, and the pipes are fairly small, not giving them much room to manoeuvre. This makes enemies very predictable and much easier to headshot. | * Watchtower has very little cover for enemies heading towards the middle, and the pipes are fairly small, not giving them much room to manoeuvre. This makes enemies very predictable and much easier to headshot. | ||
− | + | * On the ground, Snipers have a small slit of vision into the watchtower. This can be used for a sneaky kill. However, the Sniper dot will appear on the ceiling alerting the enemy to the presence of a Sniper. | |
* A great spot in Watchtower is just to the right of the spawn area, where you can just see over the wooden fence. You can easily see enemies approaching the tower from the enemy spawn, giving you the ability to take out enemies within seconds of the round starting. Medics are the easiest to take down, as you can see their healing beam before you see them if they are healing someone. | * A great spot in Watchtower is just to the right of the spawn area, where you can just see over the wooden fence. You can easily see enemies approaching the tower from the enemy spawn, giving you the ability to take out enemies within seconds of the round starting. Medics are the easiest to take down, as you can see their healing beam before you see them if they are healing someone. | ||
− | ** If an enemy Sniper is using this spot, simply move to a similar area to the left, and shoot them the second you see them. They probably will not see you as they would be focused on the pipe your team will be crossing. If you are fast enough you can take them out before they kill any of your teammates. | + | ** If an enemy Sniper is using this spot, simply move to a similar area to the left, and shoot them the second you see them. They probably will not see you as they would be focused on the pipe your team will be crossing. If you are fast enough, you can take them out before they kill any of your teammates. |
− | |||
* You can watch the control point in the tower by standing on one of the high pipes near the cliff. You should only remain there if all the remaining enemies are inside the tower. You will have to shoot out the windows before you are able to shoot them, which will tip them off and force them to duck to stay out of the way, making it easier for your teammates to catch them off guard. | * You can watch the control point in the tower by standing on one of the high pipes near the cliff. You should only remain there if all the remaining enemies are inside the tower. You will have to shoot out the windows before you are able to shoot them, which will tip them off and force them to duck to stay out of the way, making it easier for your teammates to catch them off guard. | ||
− | + | * If you are the last one alive and there is one enemy left in the tower, a good strategy is to shoot out one of the windows and throw a jar of [[Jarate]] inside and cover them with it. At this point they will be watching the direction you threw it from. Jump from the pipe down to the staircase and make your way up behind them and finish them with your melee weapon - they shouldn't see you coming. | |
− | * If you are the last one alive and there is one enemy left in the tower, a good strategy is to shoot out one of the windows and | ||
=== {{class link|Spy}} === | === {{class link|Spy}} === | ||
* Spies can jump onto the ascending stairs right when the round starts to uncloak and backstab those running straight for the point. | * Spies can jump onto the ascending stairs right when the round starts to uncloak and backstab those running straight for the point. | ||
− | + | * Use the multiple slopes and ramps in the map to pull off [[Backstab#Backstabbing Techniques|stair-stabs]] on unsuspecting enemies! | |
− | * When cloaked on the pipe, Spies can shift | + | * When cloaked on the pipe, Spies can shift to the side slightly to avoid detection. |
− | + | * The [[Ambassador]] is extremely effective on this map as it can be used to headshot enemies across the map. | |
− | * The [[Ambassador]] is extremely effective on this map as it can be used to | + | * When a round starts, go along the pipe, disguise and drop onto the staircase to the right, this way you will have a chance to backstab any enemies going along the pipe opposite yours. |
− | + | * The [[Revolver]] can also be used to pick off weakened enemies heading for the health-pickup. | |
− | * When a round starts, go along the pipe, disguise and drop onto the staircase to the right, this way you will have a chance to backstab any enemies going along the pipe | ||
{{Map strategy}} | {{Map strategy}} |
Latest revision as of 20:27, 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. |
Watchtower | |
---|---|
Basic Information | |
Map type: | Arena |
File name: | arena_watchtower
|
Released: | February 24, 2009 Patch (Scout Update) |
Developer(s): | Joshua "JoshuaC" Shiflet |
Map Info | |
Environment: | Alpine |
Setting: | Daylight, sunny |
Map Items | |
Health Kits: | ×2 |
Ammo Boxes: | ×2 |
Map Photos | |
Map Overview | |
This article is about Community Watchtower strategy.
Note: It is recommended to read the main Watchtower article first to become familiar with the names of key map locations used in this article.
General strategy
- Due to the wide and more vertical nature of this map, it is quite unlike any of the other Arena maps. Snipers do very well in Watchtower, both sniping from the sides or from the watchtower itself. They also can jump onto a thin wooden border on the outside of the gate facing the watchtower. This gives them an early chance to headshot a class with low health.
- Unlike most other Arena maps, keeping the middle point secured before it activates is very important. Try to coordinate with your team in the initial push through to the tower. If the enemies who push directly into the tower can be warded off, a Demoman can be key in securing the middle area with Stickybombs, blocking it off.
- Skilled Engineers, with support from their team, could set up at the point after a push, making it nearly inaccessible to your enemies.
- This trick is hard to pull off twice, but it can often be a good surprise tactic. What also makes it difficult is the scarcity of metal in the map; the only metal is far away at the bottom of the map, and is picked up often.
- This means a Dispenser must usually be built before a Sentry Gun. If you're lucky, dropped weapons can be a good source of metal.
- This trick is hard to pull off twice, but it can often be a good surprise tactic. What also makes it difficult is the scarcity of metal in the map; the only metal is far away at the bottom of the map, and is picked up often.
- The roof of the watchtower can be reached by a rocket jump or a sticky jump, and there is a hole which can be used to fire below. This is one of the more reliable ways to take out enemies in the watchtower itself, but it also makes one a sitting duck for Snipers.
- In a unique twist, the windows on the titular watchtower can all be broken. Shooting these windows open can open it up to a lot of fire from outside, especially from the pipes on either side of the building. This is especially useful for Demoman, who can break the windows open with a sticky and then barrage the watchtower with explosives.
Class-specific strategy
Scout
- Make use of the Scout's double jump by jumping off the pipes and then jumping back onto them to avoid enemy fire.
- The Scout can use his double jump to negate fall damage when jumping or falling from the pipes.
- The Scout's speed is incredibly useful in such a large map, giving him a clear advantage over several other classes.
- The Force-A-Nature can be used to access the roof of the Watchtower via force jumping.
- The Shortstop may be useful on this map due to its longer range.
Soldier
- The Direct Hit is useful at the Higher Pipes where the logs meet, as enemies going up the logs will have nowhere to go if you fire a rocket directly down the logs.
- The Soldier can use the high ground on this map (roof, pipes) to hit unsuspecting enemies on the ground easily with splash damage.
- At the beginning of the match, it is recommended you fire a salvo of rockets across to the other side through the gaps in the wall. Chances are you will score some damage on the opposing team as they go around to attack you.
Pyro
- The pools on the center valley can extinguish fire. For a Pyro, it is important to therefore put an emphasis on following up all attacks — burn and run is not an effective strategy here.
- Long open sight lines on the sides make short-range classes like the Pyro ineffective in these areas. Try indirectly assaulting through other areas of the map or from above, if possible.
- You can use the Scorch Shot to knock enemies off the pipes! Just know that there are bodies of water below the Watchtower, so the afterburn damage will do little.
Demoman
- The Sticky Jumper is extremely effective on this map; especially when used in conjunction with the Ullapool Caber. Place Stickies outside of the Spawn at the start of a round and sticky jump across the map, killing any unsuspecting enemies with your Melee weapon.
- As you go to attack, fire a couple grenades with the Grenade Launcher over the walls to high traffic areas (the Watchtower, the Paths around the map, etc.)
Heavy
- A useful strategy is to stay inside the tower shack with your Minigun revved up.
- The Fists of Steel are extremely useful on this map as you will take much less damage from Snipers.
- The Sandvich is ideal on this map as you can use it to quickly heal yourself if under heavy Sniper fire.
Engineer
- Sentry Guns are extremely effective when used inside the Tower Shack.
- Mini Sentry Guns are useful if placed on the ground under the pipes, as enemies knocked off will take heavy fall damage and may die due to the Sentry Guns fire.
- Mini Sentry Guns could be placed in the tower and prevent the enemy team from capping.
Medic
- Playing on the ground or on either side of the pipes is dangerous; as Soldiers on higher ground can bomb you and you may be picked off by Snipers. As such, it is important to stay on higher ground and even on the point if you can.
- Try to overheal Demomen at the start of a round, as they will have more health left when they sticky jump across the map.
- As a Medic try to stay behind cover as much as possible as you are a main target for Snipers.
Sniper
- Watchtower has very little cover for enemies heading towards the middle, and the pipes are fairly small, not giving them much room to manoeuvre. This makes enemies very predictable and much easier to headshot.
- On the ground, Snipers have a small slit of vision into the watchtower. This can be used for a sneaky kill. However, the Sniper dot will appear on the ceiling alerting the enemy to the presence of a Sniper.
- A great spot in Watchtower is just to the right of the spawn area, where you can just see over the wooden fence. You can easily see enemies approaching the tower from the enemy spawn, giving you the ability to take out enemies within seconds of the round starting. Medics are the easiest to take down, as you can see their healing beam before you see them if they are healing someone.
- If an enemy Sniper is using this spot, simply move to a similar area to the left, and shoot them the second you see them. They probably will not see you as they would be focused on the pipe your team will be crossing. If you are fast enough, you can take them out before they kill any of your teammates.
- You can watch the control point in the tower by standing on one of the high pipes near the cliff. You should only remain there if all the remaining enemies are inside the tower. You will have to shoot out the windows before you are able to shoot them, which will tip them off and force them to duck to stay out of the way, making it easier for your teammates to catch them off guard.
- If you are the last one alive and there is one enemy left in the tower, a good strategy is to shoot out one of the windows and throw a jar of Jarate inside and cover them with it. At this point they will be watching the direction you threw it from. Jump from the pipe down to the staircase and make your way up behind them and finish them with your melee weapon - they shouldn't see you coming.
Spy
- Spies can jump onto the ascending stairs right when the round starts to uncloak and backstab those running straight for the point.
- Use the multiple slopes and ramps in the map to pull off stair-stabs on unsuspecting enemies!
- When cloaked on the pipe, Spies can shift to the side slightly to avoid detection.
- The Ambassador is extremely effective on this map as it can be used to headshot enemies across the map.
- When a round starts, go along the pipe, disguise and drop onto the staircase to the right, this way you will have a chance to backstab any enemies going along the pipe opposite yours.
- The Revolver can also be used to pick off weakened enemies heading for the health-pickup.