Difference between revisions of "Community Mann Manor strategy"
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{{Pro}} The Shotgun can be effective against the Horsemann as base damage remains the same when attacking him. This will allow you to do more damage from a longer range than normal. | {{Pro}} The Shotgun can be effective against the Horsemann as base damage remains the same when attacking him. This will allow you to do more damage from a longer range than normal. | ||
− | {{Pro}} | + | {{Pro}} While the [[Cow Mangler 5000]] might not deal much damage, it is good as an escape weapon due to the extra ammo loaded and infinite ammo carried. You can preform better escapes from the Horsemann, especially with the [[Gunboats]] equipped for survivability. |
{{Con}}Charging the Horsemann with the [[Equalizer]] at very low health will only be effective if the enemy team is not around and the Horsemann is very distracted, as your crits will deal around 300 damage. Otherwise, it's a risky strategy. | {{Con}}Charging the Horsemann with the [[Equalizer]] at very low health will only be effective if the enemy team is not around and the Horsemann is very distracted, as your crits will deal around 300 damage. Otherwise, it's a risky strategy. | ||
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{{Con}}The Shotgun should rarely be used, as the time between shots and damage spread mean you will always get more damage from your primary weapon. Nonetheless, if you have run out of ammunition for your primary weapon, remember that base damage remains constant while attacking the Horsemann, so you can use the Shotgun effectively from further ranges than normal. | {{Con}}The Shotgun should rarely be used, as the time between shots and damage spread mean you will always get more damage from your primary weapon. Nonetheless, if you have run out of ammunition for your primary weapon, remember that base damage remains constant while attacking the Horsemann, so you can use the Shotgun effectively from further ranges than normal. | ||
− | {{Con}} The [[Brass Beast]], even under a Kritzkrieg, is only recommended if the Horsemann is distracted and you are far away, since you are very slow while revving and moving with it, which gives the Horsemann and even the enemy team a good reason to attack you. | + | {{Con}} The [[Brass Beast]], even under a Kritzkrieg charge, is only recommended if the Horsemann is distracted and you are far away, since you are very slow while revving and moving with it, which gives the Horsemann and even the enemy team a good reason to attack you. |
{{Con}}The following weapons may be less effective against the Horsemann, due to his immunity to fire, stun, bleeding, mini-crits, on-hit and on-kill attributes: [[Natascha]], [[Buffalo Steak Sandvich]], [[Killing Gloves of Boxing]], [[Fists of Steel]] and [[Holiday Punch]]. | {{Con}}The following weapons may be less effective against the Horsemann, due to his immunity to fire, stun, bleeding, mini-crits, on-hit and on-kill attributes: [[Natascha]], [[Buffalo Steak Sandvich]], [[Killing Gloves of Boxing]], [[Fists of Steel]] and [[Holiday Punch]]. | ||
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{{Info}}Most of the Medic's weapons are relatively ineffective, so the Medic should be reserved to a support role. Use your ÜberCharge on teammates so they can attack the Horsemann. | {{Info}}Most of the Medic's weapons are relatively ineffective, so the Medic should be reserved to a support role. Use your ÜberCharge on teammates so they can attack the Horsemann. | ||
− | {{Pro}} If you are really aggressive against the Horsemann, then the [[Vita-Saw]] can allow you to | + | {{Pro}} If you are really aggressive against the Horsemann, then the [[Vita-Saw]] can allow you to deploy ÜberCharges more quickly. The health penalty is negligible since the Horsemann's axe is an instant kill anyway. |
{{Con}}It is risky to use the [[Quick-Fix]] or the Kritzkrieg against the Horsemann, as The Horsemann's melee attack is a 1-Hit KO except against Übered players and Dead Ringer Spies. However, at a distance, the Kritzkrieg charge is effective at dispatching the Horsemann. | {{Con}}It is risky to use the [[Quick-Fix]] or the Kritzkrieg against the Horsemann, as The Horsemann's melee attack is a 1-Hit KO except against Übered players and Dead Ringer Spies. However, at a distance, the Kritzkrieg charge is effective at dispatching the Horsemann. |
Revision as of 02:10, 22 April 2012
Community Mann Manor strategy | |
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Basic Information | |
Developer(s): | Unknown |
Map Info | |
Environment: | Halloween |
Setting: | Nighttime |
Hazards: | Pumpkin bombs, Horseless Headless Horsemann, Pit |
Map Photos | |
This article is about Community Mann Manor strategy.
General Map Strategy
- This map is a reskin of Mountain Lab, so any strategies that apply there will work here.
- This map features re-spawning Pumpkin Bomb traps. Acknowledge their locations, since they appear at certain chokepoints and are worth shooting if a group of enemies are close by.
General Horseless Headless Horsemann Strategy
- The Horsemann can traverse the entire map except for spawn rooms and a few ledges, such as a rooftop between points A and B which Scouts, Soldiers and Demomen can access. If you are IT, going up to these ledges will cause the Horsemann to lose interest in you and chase someone else.
- When you are IT and the spots above aren't nearby, look for enemies to either run around or hit with your melee weapon (the latter will pass the IT status to them). Doing so gives you a better chance of surviving being IT.
- Wearing a Saxton Hale Mask or Horseless Headless Horsemann's Head will prevent you from getting stunned by the Horsemann's taunt.
- The Horsemann runs at Scout speed, so do not attempt to outrun him unless you are a Demoman and have a shield with you.
- A strategy for the player designated IT is to act as bait for the Horsemann, while all other players inflict as much damage as they can.
- The Horsemann's target can trap him by standing on the ledge behind the wall of the shack on the rock outcrop. Standing there while you are IT makes the Horsemann attack the wall of the shack and ignore all other players for the duration that you are IT, including those attacking him with melee weapons.
- Another effective spot for trapping the Horsemann is just in front of BLU's spawn in the shelf-filled building; by crouch-jumping onto the barrel and then again onto the middle shelves one can stand on top and the Horsemann will run about below, trying to attack the player. While upon the shelves the player and other teammates can safely attack the Horsemann until he dies or switches targets.
- The control points stay active while the Horseless Headless Horsemann is out. It is a good strategy to use this time to take control of the point while the enemy is distracted.
- If you are IT and are near the currently contested point, you can try to lead the Horsemann to enemies trying to cap the point.
- On RED, while defending the last point, stay close to the spawn and wait until someone on your team is IT. The Horsemann will spend a lot of time chasing the BLU team, defending the point for you.
- Use the gap around the final control point as a buffer. If the Horsemann gets too close, it is possible to simply jump the gap while he will be forced to maneuver around the crack in the floor in order to reach you.
- While the Horsemann can chase IT onto the roof of B, he cannot chase players onto the roofs of the buildings near it. Therefore, it is still possible to deal damage without the risk of being killed.
- The Horsemann cannot jump, but he will walk off of ledges and fall down to reach those marked as IT.
Class | Strategy | ||
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![]() Scout |
vs | ![]() Horseless Headless Horsemann |
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![]() Soldier |
vs | ![]() Horseless Headless Horsemann |
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![]() Pyro |
vs | ![]() Horseless Headless Horsemann |
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![]() Demoman |
vs | ![]() Horseless Headless Horsemann |
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![]() Heavy |
vs | ![]() Horseless Headless Horsemann |
|
![]() Engineer |
vs | ![]() Horseless Headless Horsemann |
|
![]() Medic |
vs | ![]() Horseless Headless Horsemann |
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![]() Sniper |
vs | ![]() Horseless Headless Horsemann |
|
![]() Spy |
vs | ![]() Horseless Headless Horsemann |
|