Difference between revisions of "Community Decoy strategy"
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This article is about '''Community Decoy strategy'''. | This article is about '''Community Decoy strategy'''. | ||
== General (All Classes) == | == General (All Classes) == | ||
− | *Natural chokepoints are located on either side of the middle building, but make sure to watch out for the upper outer routes where robots may sneak behind your lines. | + | * Natural chokepoints are located on either side of the middle building, but make sure to watch out for the upper outer routes where robots may sneak behind your lines. |
− | * If | + | * If you’re going to be fighting in the basin where most of the robots jump in to start, consider a Jump Height upgrade. This will allow you to climb up the rocks on the left side and get to the upper level more easily. |
− | *There is a ravine in front of your base. If you need time, knock the bomb carrier into this ravine to stall it. | + | * There is a ravine in front of your base. If you need time, knock the bomb carrier into this ravine to stall it. |
− | *Later waves will often overrun the spawn point, so | + | * Later waves will often overrun the spawn point, so it’s best to prepare between waves or have someone clear the area periodically. |
− | *If your defense is pushed back towards your base, remember that the bridges are great chokepoints, though it depends on the bomb route and whether or not the bomb is past those bridges. | + | * If your defense is pushed back towards your base, remember that the bridges are great chokepoints, though it depends on the bomb route and whether or not the bomb is past those bridges. |
− | *Attacks will be blocked by the chicken wire fence outside of the spawn point, so they are safe to stand behind while watching for incoming robots and the locations of Sniper robots. | + | * Attacks will be blocked by the chicken wire fence outside of the spawn point, so they are safe to stand behind while watching for incoming robots and the locations of Sniper robots. |
− | * You can fire at robots through the windows in the middle building, take the medium ammo kit when you need to, and use the walls for cover. However, the windows are too narrow to jump through. | + | * You can fire at robots through the windows in the middle building, take the medium ammo kit when you need to, and use the walls for cover. However, the windows are too narrow to jump through. Don’t run into this building if you’re fleeing from robots. |
* There are multiple levels which players can use to separate themselves from the robots. Just be warned that the robots might attack you up there as well (especially waves with large numbers of Scouts). | * There are multiple levels which players can use to separate themselves from the robots. Just be warned that the robots might attack you up there as well (especially waves with large numbers of Scouts). | ||
+ | * In front of the middle "Mann Co." building where the main bomb path splits, the corner can be used as a prime safe retreat, where an Engineer should have a Dispenser setup you can defend. You can also use the corner to surprise enemies. | ||
== Class-specific strategy == | == Class-specific strategy == | ||
+ | |||
=== {{class link|Scout}} === | === {{class link|Scout}} === | ||
=== {{class link|Soldier}} === | === {{class link|Soldier}} === | ||
− | * | + | * You can use [[rocket jump]] to faster climb up the upper routes and kill robots that slipped through your main defense. |
− | |||
− | |||
=== {{class link|Pyro}} === | === {{class link|Pyro}} === | ||
− | *Defense-oriented Pyros should focus on upgrading airblast to make sending the bomb into the ravine much easier and slowing down bomb carriers from deploying the bomb | + | * Defense-oriented Pyros should focus on upgrading airblast to make sending the bomb carriers and [[Sentry Buster]]s into the ravine much easier and slowing down bomb carriers from deploying the bomb. |
− | + | * Once outside the base, there is a wire fence that ends at the bridge’s exit, another safe zone where you can wait for attacking bots to run into your flame while avoiding Soldier and Heavy robots' barrage. It is also a good area to wait for the bomb carrier to arrive, so you can airblast it off the bridge. | |
− | |||
− | |||
− | |||
− | |||
− | *Once outside the base, there is a wire fence that ends at the | ||
=== {{class link|Demoman}} === | === {{class link|Demoman}} === | ||
− | *The main entrance, between the middle hallway on the map, both bridges, and the bomb hatch are the main choke points where stickybombs are most effective. | + | * The main entrance, between the middle hallway on the map, both bridges, and the bomb hatch are the main choke points where stickybombs are most effective. |
− | *If you are going to attack robots near where they spawn, use the stairs on the right to get to high ground, where robots are less likely to run through. However, watch for Scout rushes, as they sometimes use that high ground to run through. | + | * If you are going to attack robots near where they spawn, use the stairs on the right to get to high ground, where robots are less likely to run through. However, watch for Scout rushes, as they sometimes use that high ground to run through. |
− | * | + | * With the [[Scottish Resistance]] you can place several crit-boosted stickybombs at the front entrance, and another few stickybombs on both of the bridges. Monitor the progression of the bomb-carrier and detonate your bombs if the bomb-carrier manages to break through your defenses. |
− | *Demomen are very effective when it comes to eliminating Über Medics. Place your stickybombs beneath the cliff where the robots spawn, and detonate them once the Medics drop down. Both grouping and timing are important, as merely damaging a Medic will cause him to Übercharge, costing your team valuable time. Shooting stickybombs in a circular pattern toward the right side of the landing zone roughly three feet out from the fence renders the most consistent results. | + | * Demomen are very effective when it comes to eliminating Über Medics. Place your stickybombs beneath the cliff where the robots spawn, and detonate them once the Medics drop down. Both grouping and timing are important, as merely damaging a Medic will cause him to Übercharge, costing your team valuable time. Shooting stickybombs in a circular pattern toward the right side of the landing zone roughly three feet out from the fence renders the most consistent results. |
=== {{class link|Heavy}} === | === {{class link|Heavy}} === | ||
− | |||
* Narrow chokepoints, such as the bridges over the ravine, are where you will excel at defending. | * Narrow chokepoints, such as the bridges over the ravine, are where you will excel at defending. | ||
− | |||
=== {{class link|Engineer}} === | === {{class link|Engineer}} === | ||
− | *Before each wave, there will be blue arrows showing the path the robots will take to reach the bomb. Consider deploying your Sentry Gun behind the building where the hallway opens but on the opposite side of the preset path, e. | + | * Before each wave, there will be blue arrows showing the path the robots will take to reach the bomb. Consider deploying your Sentry Gun behind the building where the hallway opens but on the opposite side of the preset path, e. g. if the robots' path goes left, leave your Sentry on the right. The majority of robots will try to follow that path if they can, so they will be less likely to turn towards your Sentry Gun. |
** If you have a disposable [[Mini-Sentry]], set it up at a corner of the path where the robots will go through. If your Mini-Sentry is destroyed, you can use those kills as revenge crits for your [[Frontier Justice]], if you have one, without having to sacrifice your Sentry Gun. | ** If you have a disposable [[Mini-Sentry]], set it up at a corner of the path where the robots will go through. If your Mini-Sentry is destroyed, you can use those kills as revenge crits for your [[Frontier Justice]], if you have one, without having to sacrifice your Sentry Gun. | ||
− | *The middle | + | * The middle "Mann Co." building and corner where the main bomb path splits are great [[Dispenser]] locations. |
− | *When falling back towards the base, set up your buildings where the rear health kit and ammo box are so you can grab more metal if you need, and your Sentry Gun will be shielded the most. | + | * When falling back towards the base, set up your buildings where the rear health kit and ammo box are so you can grab more metal if you need, and your Sentry Gun will be shielded the most. |
=== {{class link|Medic}} === | === {{class link|Medic}} === | ||
+ | * Upper routes are good places for Medics to be safe for the first parts of the waves. Run back if robots arrived there. | ||
=== {{class link|Sniper}} === | === {{class link|Sniper}} === | ||
− | * Purchasing [[Upgrade Station#Primary|Explosive Headshots]] can be useful when aiming at chokepoints to the left and right of the central 'Mann Co.' building or at the robot spawn. | + | * Purchasing [[Upgrade Station#Primary|Explosive Headshots]] can be useful when aiming at chokepoints to the left and right of the central 'Mann Co.' building or at the robot spawn. |
− | + | * The top of the central 'Mann Co." building is a good vantage point, but you will probably need to sidestep rocket fire and you will be vulnerable to [[Spy Robot|Spies]] coming up the ramp behind you. Consider equipping the [[Razorback]] for rounds with Spies if you are having trouble with backstabs, as you cannot afford to have a teammate constantly watch the ramp for you. | |
− | * The top of the central 'Mann Co. | ||
− | |||
* [[Sniper Robot]]s will often take up positions on the bridge over the robot spawn and on the walkway under the 'CACTUS VALLEY' sign to the left of the path split. Deal with these quickly. | * [[Sniper Robot]]s will often take up positions on the bridge over the robot spawn and on the walkway under the 'CACTUS VALLEY' sign to the left of the path split. Deal with these quickly. | ||
Revision as of 06:27, 1 September 2012
“You are so small! Is funny to me!” This article is a stub. As such, it is not complete. You can help Team Fortress Wiki by expanding it. |
Community Decoy strategy | |
---|---|
Basic Information | |
Developer(s): | Unknown |
Map Info | |
Environment: | Desert |
Setting: | Daylight, sunny |
Map Photos | |
This article is about Community Decoy strategy.
Contents
General (All Classes)
- Natural chokepoints are located on either side of the middle building, but make sure to watch out for the upper outer routes where robots may sneak behind your lines.
- If you’re going to be fighting in the basin where most of the robots jump in to start, consider a Jump Height upgrade. This will allow you to climb up the rocks on the left side and get to the upper level more easily.
- There is a ravine in front of your base. If you need time, knock the bomb carrier into this ravine to stall it.
- Later waves will often overrun the spawn point, so it’s best to prepare between waves or have someone clear the area periodically.
- If your defense is pushed back towards your base, remember that the bridges are great chokepoints, though it depends on the bomb route and whether or not the bomb is past those bridges.
- Attacks will be blocked by the chicken wire fence outside of the spawn point, so they are safe to stand behind while watching for incoming robots and the locations of Sniper robots.
- You can fire at robots through the windows in the middle building, take the medium ammo kit when you need to, and use the walls for cover. However, the windows are too narrow to jump through. Don’t run into this building if you’re fleeing from robots.
- There are multiple levels which players can use to separate themselves from the robots. Just be warned that the robots might attack you up there as well (especially waves with large numbers of Scouts).
- In front of the middle "Mann Co." building where the main bomb path splits, the corner can be used as a prime safe retreat, where an Engineer should have a Dispenser setup you can defend. You can also use the corner to surprise enemies.
Class-specific strategy
Scout
Soldier
- You can use rocket jump to faster climb up the upper routes and kill robots that slipped through your main defense.
Pyro
- Defense-oriented Pyros should focus on upgrading airblast to make sending the bomb carriers and Sentry Busters into the ravine much easier and slowing down bomb carriers from deploying the bomb.
- Once outside the base, there is a wire fence that ends at the bridge’s exit, another safe zone where you can wait for attacking bots to run into your flame while avoiding Soldier and Heavy robots' barrage. It is also a good area to wait for the bomb carrier to arrive, so you can airblast it off the bridge.
Demoman
- The main entrance, between the middle hallway on the map, both bridges, and the bomb hatch are the main choke points where stickybombs are most effective.
- If you are going to attack robots near where they spawn, use the stairs on the right to get to high ground, where robots are less likely to run through. However, watch for Scout rushes, as they sometimes use that high ground to run through.
- With the Scottish Resistance you can place several crit-boosted stickybombs at the front entrance, and another few stickybombs on both of the bridges. Monitor the progression of the bomb-carrier and detonate your bombs if the bomb-carrier manages to break through your defenses.
- Demomen are very effective when it comes to eliminating Über Medics. Place your stickybombs beneath the cliff where the robots spawn, and detonate them once the Medics drop down. Both grouping and timing are important, as merely damaging a Medic will cause him to Übercharge, costing your team valuable time. Shooting stickybombs in a circular pattern toward the right side of the landing zone roughly three feet out from the fence renders the most consistent results.
Heavy
- Narrow chokepoints, such as the bridges over the ravine, are where you will excel at defending.
Engineer
- Before each wave, there will be blue arrows showing the path the robots will take to reach the bomb. Consider deploying your Sentry Gun behind the building where the hallway opens but on the opposite side of the preset path, e. g. if the robots' path goes left, leave your Sentry on the right. The majority of robots will try to follow that path if they can, so they will be less likely to turn towards your Sentry Gun.
- If you have a disposable Mini-Sentry, set it up at a corner of the path where the robots will go through. If your Mini-Sentry is destroyed, you can use those kills as revenge crits for your Frontier Justice, if you have one, without having to sacrifice your Sentry Gun.
- The middle "Mann Co." building and corner where the main bomb path splits are great Dispenser locations.
- When falling back towards the base, set up your buildings where the rear health kit and ammo box are so you can grab more metal if you need, and your Sentry Gun will be shielded the most.
Medic
- Upper routes are good places for Medics to be safe for the first parts of the waves. Run back if robots arrived there.
Sniper
- Purchasing Explosive Headshots can be useful when aiming at chokepoints to the left and right of the central 'Mann Co.' building or at the robot spawn.
- The top of the central 'Mann Co." building is a good vantage point, but you will probably need to sidestep rocket fire and you will be vulnerable to Spies coming up the ramp behind you. Consider equipping the Razorback for rounds with Spies if you are having trouble with backstabs, as you cannot afford to have a teammate constantly watch the ramp for you.
- Sniper Robots will often take up positions on the bridge over the robot spawn and on the walkway under the 'CACTUS VALLEY' sign to the left of the path split. Deal with these quickly.