Difference between revisions of "Community Coal Town strategy"

From Team Fortress Wiki
Jump to: navigation, search
m (Additional info for strategy (for the heavy))
(Added the remaining classes, updated existing ones and removed generalized tips.)
Line 15: Line 15:
  
 
== General (All Classes) ==
 
== General (All Classes) ==
* If you can afford to, prioritize Giant robots and Tanks over smaller robots. A Sentry Gun or two will keep the latter at bay.
 
 
* The most intense combat will take place out in the open, in front of the robots' spawn area. As such, close combat classes tend to have a hard time here without strong team support. They are still important for collecting credits, though.
 
* The most intense combat will take place out in the open, in front of the robots' spawn area. As such, close combat classes tend to have a hard time here without strong team support. They are still important for collecting credits, though.
 
* There are many good places for Sentry Guns in Coal Town, so they and their Engineers must be protected. If Sentry Busters get the best of them, your team’s ability to defend will quickly be cut short.
 
* There are many good places for Sentry Guns in Coal Town, so they and their Engineers must be protected. If Sentry Busters get the best of them, your team’s ability to defend will quickly be cut short.
* There are two hazard areas in the map, which players may find convenient to knock enemies in to.
+
* There are two hazard areas in the map. One is on the left of the center building (relative to the spawn point) and one is behind the center building. Knocking enemies, especially the bomb carrier, will reset the bomb and automatically collect the cash upon their death.  
 
* The building facing the robot's entry point makes a great sniping position, especially if you invest in piercing shots. Just watch out for Spies, as you’ll usually be the first target they come across.
 
* The building facing the robot's entry point makes a great sniping position, especially if you invest in piercing shots. Just watch out for Spies, as you’ll usually be the first target they come across.
* The building closest to the robot's entry point can be used by Spies and [[Axtinguisher]] Pyros to ambush robots from behind. Hide behind the wooden shields on the roof, and jump at the robots as they pass your hiding spot.
+
* The building closest to the robot's entry point can be a good way to ambush robots from behind. Hide behind the wooden shields on the roof, and jump at the robots as they pass your hiding spot.
 
+
**Do be aware that some support robots and giants spawn behind this building. Watch your back and abandon the area of a wave of robots spawn behind you.
 +
*[[CPU Slaughter]] is the only mission that contains [[Sydney Sleeper]] Sniper Robots, which can be very problematic if not taken care of quickly.
 
== Class-specific strategy ==
 
== Class-specific strategy ==
  
 
=== {{class link|Scout}} ===
 
=== {{class link|Scout}} ===
 
* The open terrain of this map generally suits a Scout, because he can make the most of his dodging ability.
 
* The open terrain of this map generally suits a Scout, because he can make the most of his dodging ability.
 +
* Because many classes will set up a kill zone just outside the robots spawn point, many of the piles of cash can be found along the first incline. However, Coal Town (especially on the Advance difficulty) sends tough robots that are lethal up close. It would be wise to invest in some resistances to keep you alive as you collect the cash.
 +
*Take note of where the Tank gets destroyed. If it is by one of the holes and cash appears to be missing, it may have fallen in. The only way to get it is for a Scout to fall down the hole to retrieve it. Other classes can do this too if the Scout is not aware or around, but because of the Scout's increased credit radius and instant respawn times, he is the most qualified to go after the cash that falls down the hole.
 +
**Another solution to prevent this is to have the Scout stand on top of the Tank as it passes the center building. When the Tank is about to die, the Scout double jumps straight up, pulling a majority of the cash to him just as it spawns from the destroyed Tank.
  
 
=== {{class link|Soldier}} ===
 
=== {{class link|Soldier}} ===
* The buildings on either side of the robot spawn area are good places to get a high ground advantage.
+
* The buildings on either side of the robot spawn area are good places to get a high ground advantage. There are also large ammo boxes on each building to keep soldiers fully stocked with ammo.
 +
**The [[Beggar's Bazooka]] excels here, especially when upgraded. It will allow you to launch a volley of rockets on robot mobs, killing weaker targets and softening up giants for your teammates. 
  
 
=== {{class link|Pyro}} ===
 
=== {{class link|Pyro}} ===
 
* The open space can prove difficult for a Pyro unless a player buys certain upgrades. Purchasing an upgrade to gain health upon a kill will greatly improve your survivability.
 
* The open space can prove difficult for a Pyro unless a player buys certain upgrades. Purchasing an upgrade to gain health upon a kill will greatly improve your survivability.
 
* If it’s too difficult to get close, use one of your Flare Guns to rack up some damage and soften up the horde. The [[Detonator]] and [[Scorch Shot]] are very effective due to their explosive flares.
 
* If it’s too difficult to get close, use one of your Flare Guns to rack up some damage and soften up the horde. The [[Detonator]] and [[Scorch Shot]] are very effective due to their explosive flares.
* An ÜberCharge canteen works especially well on a Pyro. Although short, it allows a player to charge into a pack of robots and deal some major damage. It also draws fire away from your teammates for a short time.
+
**In contrast, using the [[Shotgun]] with penetrating rounds allows you to hit multiple targets from further ranges. It can be viable to soften targets this way, wait around a corner, and attack.  
* The [[Phlogistinator]] can be very powerful when used at the right moment. Mmmph can be built up extremely quickly in Mann vs Machine, allowing for repeated crit opportunities.
+
* The compression blast is invaluable for Mann vs Machine in general, but works extremely well on Coal Town. Investing in ammo capacity and airblast force can make a very big difference.
* The compression blast can also be used to push robots into the bottomless pit near the bomb hatch. If you kill the bomb carrier in this way, you will even force the robots to carry the bomb from the start of the level again. Don't worry, you'll still [http://www.youtube.com/watch?v=8Zyr6i3etVY collect the credits] of the bots that fell in, only exception being that you won't actually have to pick up the stacks.
+
**Using one of the previously mentioned holes, airblasting a Robot into the pit will automatically reset the bomb. Don't worry about credits, any robots that die from the pit will automatically add to the credit count.
 +
**Because of this map's wide open areas, especially at the start, Pyros can push the bomb back great distances, buying their teammates time to set up.
 +
**The wide open areas and combination of [[Soldier Robot | Soldiers]] and [[Demoman Robot | Demomen]], Pyros can use well timed airblasts to send a barrage of rockets back to their senders, inflicting massive damage. It would be wise to invest in Explosive Resistance before attempting, as you will no doubt take some damage if too many robots fire upon you at once.
  
 
=== {{class link|Demoman}} ===
 
=== {{class link|Demoman}} ===
* In Coal Town, your Stickybomb Launcher generally fares better than the Grenade Launcher in the wide-open spaces. The latter still proves very useful against Giant robots and Tanks, though.
+
* Your Stickybomb Launcher generally fares better than the Grenade Launcher in the wide-open spaces. The latter still proves very useful against Giant robots and Tanks, though.
 +
**The Scottish Resistance fares even better, allowing you to set up multiple traps along the first choke point, weakening if not killing a wave of robots easily.  
 
* The left stairwell on the starting stretch of the map makes for a perfect place to set up and maintain a Sticky Trap, running the width of the road. This is very useful for stalling the bomb as well as taking out Medics and heavily damaging giant Soldiers and Heavies.
 
* The left stairwell on the starting stretch of the map makes for a perfect place to set up and maintain a Sticky Trap, running the width of the road. This is very useful for stalling the bomb as well as taking out Medics and heavily damaging giant Soldiers and Heavies.
 +
* Demoknights can very easily rack up kills against weaker robots. However, Coal Town's open areas can make it difficult for Demoknights to flee from a fight. Investing in Bullet Resistance and Health on Kill can increase a Demoknight's chance of survival should a situation become too much.
  
 
=== {{class link|Heavy}} ===
 
=== {{class link|Heavy}} ===
* The Heavy does well here, owing to his ability to switch targets quickly and never needing to reload. With the right upgrades, the Heavy is a strong defensive pivot.
+
* If you can coordinate with an Engineer to have access to his Dispenser, the wide open areas will allow the heavy to simply fire his [[Minigun]] at closer targets without having to worry about running out of ammo.  
* As powerful as the Heavy is, he is an easy target for any kind of robot with a ranged weapon. Stay close to sources of healing, such as a Medic or Dispenser.
+
** Effective areas to place the Dispenser would be at the top of the hill behind one of the fence wall areas, which will protect the dispenser from ranged attacks by the robotic horde.
* The Heavy can be used as a sort of a "tank". Using the class upgrades, The Heavy, like every other class, is able to be resistant to many damage sources. The Heavy may also buy ÜberCharge canteens to his advantage. Use these upgrades to help your team by taking up damage.
+
** Ask the Engineer to spend credits in the Dispenser range to give you the ability to strafe while firing in the event of Soldiers or [[Sniper Robot | Snipers]].
 +
** Heavies should invest in Minigun Penetration and Rage. The Rage will build quickly against hordes due to the Penetration, allowing you to push back Giants from a safe distance.  
  
 
=== {{class link|Engineer}} ===
 
=== {{class link|Engineer}} ===
* There are many good places for Sentry Guns in Coal Town. The building to the right of the robots' spawn (from players' perspective) fares well in most cases. A tried and true strategy is getting the mini-sentry upgrade, then setting yourself up in the little passage between the robot-spawn wall and the building to the left (player’s perspective). Set up everything, get a Pyro to come with you, and the engie gets half the kills. One problem, though, is the sentry busters. Pick up your main sentry if one is alerted, and move to the pre-suggested roof.
+
* There are many good places for Sentry Guns in Coal Town. The building to the right of the robots' spawn (from players' perspective) fares well in most cases. A tried and true strategy is getting the mini-sentry upgrade, then setting yourself up in the little passage between the robot-spawn wall and the building to the left (player’s perspective). Set up everything, get a Pyro to come with you, and the Engineer gets half the kills. One problem, though, is the sentry busters. Pick up your main sentry if one is alerted, and move to the pre-suggested roof.
 
* The [[Wrangler]] is exceptionally powerful in this level. Place a Sentry Gun on the building directly opposite the robot spawn, and you can deal a lot of damage from a safe distance. Few things can match the sheer power of a Wrangled Sentry at that distance.
 
* The [[Wrangler]] is exceptionally powerful in this level. Place a Sentry Gun on the building directly opposite the robot spawn, and you can deal a lot of damage from a safe distance. Few things can match the sheer power of a Wrangled Sentry at that distance.
* The [[Frontier Justice]] can easily gain a full 35 revenge crits from a single Sentry in this mode. If your Sentry remains intact at the end of a wave, destroy it and build a new one to gain the crits for use. You never know when you may need to defend yourself or help pick off an important target.
+
* There are several Large Ammo Boxes all around the level, including the previously mentioned Sentry Gun areas. This allows you to build your dispenser closer to your teammates since metal will not be an issue.
 +
* When setting up to defend the Hatch, there are several alcoves that that are perfect for hiding a Sentry Gun. Each alcove has a Large Ammo Box and Large Health Kit with a clean view of the hatch. Set up here if the Robots push towards the hatch.
 +
* Sentry Busters can be dealt with very easily on this map without having to bait or trick the Sentry Buster, especially when placed on the center building. Since the Sentry Buster must run straight towards the Sentry gun though the long path from the robot's spawn point, it is likely to be caught in the crossfire of your teammates and can be destroyed before it has a chance to get to the Sentry. Coordinate with your teammates to slow it down in some way to keep your Sentry Gun alive and working against the rest of the horde.
  
 
=== {{class link|Medic}} ===
 
=== {{class link|Medic}} ===
 +
* Medics with a [[Kritskrieg]] are best to pair with Heavies with penetration enabled or Demomen or Soldiers with large clips. Heavies will penetrate multiple targets at maximum damage without worrying about fall off, and the Projectile based classes will be able to deal splash damage to multiple targets easily. Use upgrades to increase [[Übercharge]] duration and charge rate.
 +
* Pyros on this stage can be very effective with the right brand of [[Medigun]]. To make the most of this [[Über Buddy]], it is best you coordinate your Medigun choice and upgrades with his by either complementing his weaknesses or furthering his abilities.
  
 
=== {{class link|Sniper}} ===
 
=== {{class link|Sniper}} ===
 +
* The open look over the robot spawn and player spawn are very effective for Snipers. Be wary of [[Sniper Robot|Snipers]] and [[Spy Robot|Spies]] when their alerts appear.
 +
* Because there are several choke points in this map, it's best to invest in the Explosive Headshot upgrade to soften up multiple targets.
 +
** It might also be wise to get [[Jarate]] upgrades or use the [[Sydney Sleeper]] with penetration to soften multiple targets.
  
 
=== {{class link|Spy}} ===
 
=== {{class link|Spy}} ===

Revision as of 19:19, 25 September 2012

Community Coal Town strategy
Poster Coal Town.png
Basic Information
Developer(s): Unknown
Map Info
Environment: Desert
Map Photos
Loading screen photos.

This article is about Community Coal Town strategy.

General (All Classes)

  • The most intense combat will take place out in the open, in front of the robots' spawn area. As such, close combat classes tend to have a hard time here without strong team support. They are still important for collecting credits, though.
  • There are many good places for Sentry Guns in Coal Town, so they and their Engineers must be protected. If Sentry Busters get the best of them, your team’s ability to defend will quickly be cut short.
  • There are two hazard areas in the map. One is on the left of the center building (relative to the spawn point) and one is behind the center building. Knocking enemies, especially the bomb carrier, will reset the bomb and automatically collect the cash upon their death.
  • The building facing the robot's entry point makes a great sniping position, especially if you invest in piercing shots. Just watch out for Spies, as you’ll usually be the first target they come across.
  • The building closest to the robot's entry point can be a good way to ambush robots from behind. Hide behind the wooden shields on the roof, and jump at the robots as they pass your hiding spot.
    • Do be aware that some support robots and giants spawn behind this building. Watch your back and abandon the area of a wave of robots spawn behind you.
  • CPU Slaughter is the only mission that contains Sydney Sleeper Sniper Robots, which can be very problematic if not taken care of quickly.

Class-specific strategy

Leaderboard class scout.png Scout

  • The open terrain of this map generally suits a Scout, because he can make the most of his dodging ability.
  • Because many classes will set up a kill zone just outside the robots spawn point, many of the piles of cash can be found along the first incline. However, Coal Town (especially on the Advance difficulty) sends tough robots that are lethal up close. It would be wise to invest in some resistances to keep you alive as you collect the cash.
  • Take note of where the Tank gets destroyed. If it is by one of the holes and cash appears to be missing, it may have fallen in. The only way to get it is for a Scout to fall down the hole to retrieve it. Other classes can do this too if the Scout is not aware or around, but because of the Scout's increased credit radius and instant respawn times, he is the most qualified to go after the cash that falls down the hole.
    • Another solution to prevent this is to have the Scout stand on top of the Tank as it passes the center building. When the Tank is about to die, the Scout double jumps straight up, pulling a majority of the cash to him just as it spawns from the destroyed Tank.

Leaderboard class soldier.png Soldier

  • The buildings on either side of the robot spawn area are good places to get a high ground advantage. There are also large ammo boxes on each building to keep soldiers fully stocked with ammo.
    • The Beggar's Bazooka excels here, especially when upgraded. It will allow you to launch a volley of rockets on robot mobs, killing weaker targets and softening up giants for your teammates.

Leaderboard class pyro.png Pyro

  • The open space can prove difficult for a Pyro unless a player buys certain upgrades. Purchasing an upgrade to gain health upon a kill will greatly improve your survivability.
  • If it’s too difficult to get close, use one of your Flare Guns to rack up some damage and soften up the horde. The Detonator and Scorch Shot are very effective due to their explosive flares.
    • In contrast, using the Shotgun with penetrating rounds allows you to hit multiple targets from further ranges. It can be viable to soften targets this way, wait around a corner, and attack.
  • The compression blast is invaluable for Mann vs Machine in general, but works extremely well on Coal Town. Investing in ammo capacity and airblast force can make a very big difference.
    • Using one of the previously mentioned holes, airblasting a Robot into the pit will automatically reset the bomb. Don't worry about credits, any robots that die from the pit will automatically add to the credit count.
    • Because of this map's wide open areas, especially at the start, Pyros can push the bomb back great distances, buying their teammates time to set up.
    • The wide open areas and combination of Soldiers and Demomen, Pyros can use well timed airblasts to send a barrage of rockets back to their senders, inflicting massive damage. It would be wise to invest in Explosive Resistance before attempting, as you will no doubt take some damage if too many robots fire upon you at once.

Leaderboard class demoman.png Demoman

  • Your Stickybomb Launcher generally fares better than the Grenade Launcher in the wide-open spaces. The latter still proves very useful against Giant robots and Tanks, though.
    • The Scottish Resistance fares even better, allowing you to set up multiple traps along the first choke point, weakening if not killing a wave of robots easily.
  • The left stairwell on the starting stretch of the map makes for a perfect place to set up and maintain a Sticky Trap, running the width of the road. This is very useful for stalling the bomb as well as taking out Medics and heavily damaging giant Soldiers and Heavies.
  • Demoknights can very easily rack up kills against weaker robots. However, Coal Town's open areas can make it difficult for Demoknights to flee from a fight. Investing in Bullet Resistance and Health on Kill can increase a Demoknight's chance of survival should a situation become too much.

Leaderboard class heavy.png Heavy

  • If you can coordinate with an Engineer to have access to his Dispenser, the wide open areas will allow the heavy to simply fire his Minigun at closer targets without having to worry about running out of ammo.
    • Effective areas to place the Dispenser would be at the top of the hill behind one of the fence wall areas, which will protect the dispenser from ranged attacks by the robotic horde.
    • Ask the Engineer to spend credits in the Dispenser range to give you the ability to strafe while firing in the event of Soldiers or Snipers.
    • Heavies should invest in Minigun Penetration and Rage. The Rage will build quickly against hordes due to the Penetration, allowing you to push back Giants from a safe distance.

Leaderboard class engineer.png Engineer

  • There are many good places for Sentry Guns in Coal Town. The building to the right of the robots' spawn (from players' perspective) fares well in most cases. A tried and true strategy is getting the mini-sentry upgrade, then setting yourself up in the little passage between the robot-spawn wall and the building to the left (player’s perspective). Set up everything, get a Pyro to come with you, and the Engineer gets half the kills. One problem, though, is the sentry busters. Pick up your main sentry if one is alerted, and move to the pre-suggested roof.
  • The Wrangler is exceptionally powerful in this level. Place a Sentry Gun on the building directly opposite the robot spawn, and you can deal a lot of damage from a safe distance. Few things can match the sheer power of a Wrangled Sentry at that distance.
  • There are several Large Ammo Boxes all around the level, including the previously mentioned Sentry Gun areas. This allows you to build your dispenser closer to your teammates since metal will not be an issue.
  • When setting up to defend the Hatch, there are several alcoves that that are perfect for hiding a Sentry Gun. Each alcove has a Large Ammo Box and Large Health Kit with a clean view of the hatch. Set up here if the Robots push towards the hatch.
  • Sentry Busters can be dealt with very easily on this map without having to bait or trick the Sentry Buster, especially when placed on the center building. Since the Sentry Buster must run straight towards the Sentry gun though the long path from the robot's spawn point, it is likely to be caught in the crossfire of your teammates and can be destroyed before it has a chance to get to the Sentry. Coordinate with your teammates to slow it down in some way to keep your Sentry Gun alive and working against the rest of the horde.

Leaderboard class medic.png Medic

  • Medics with a Kritskrieg are best to pair with Heavies with penetration enabled or Demomen or Soldiers with large clips. Heavies will penetrate multiple targets at maximum damage without worrying about fall off, and the Projectile based classes will be able to deal splash damage to multiple targets easily. Use upgrades to increase Übercharge duration and charge rate.
  • Pyros on this stage can be very effective with the right brand of Medigun. To make the most of this Über Buddy, it is best you coordinate your Medigun choice and upgrades with his by either complementing his weaknesses or furthering his abilities.

Leaderboard class sniper.png Sniper

  • The open look over the robot spawn and player spawn are very effective for Snipers. Be wary of Snipers and Spies when their alerts appear.
  • Because there are several choke points in this map, it's best to invest in the Explosive Headshot upgrade to soften up multiple targets.
    • It might also be wise to get Jarate upgrades or use the Sydney Sleeper with penetration to soften multiple targets.

Leaderboard class spy.png Spy

  • The left and right forks leading from the robot spawn make good choke points if you need to sap a group of robots and backstab them all yourself because your teammates are otherwise occupied.
  • Snipers will tend to spawn from the alleys to the left and right of the main robot spawn ledge; watch for them and eliminate them as quickly as possible.
  • The stairs leading to the rooftops on either side of the starting robot path are excellent escape routes if you need breathing room to redisguise and your Cloak watch isn’t charged. The center rooftop complex between the starting street and the bomb site is good too, but support robots will sometimes use that area so be careful.