Difference between revisions of "Community Foundry strategy"
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*When attacking as a Demoman, you should take out enemy Engineer bases that are in the process of being built or are built already. This will lower the stress on your own team since the opposing team will then not be able to hoard at one point. | *When attacking as a Demoman, you should take out enemy Engineer bases that are in the process of being built or are built already. This will lower the stress on your own team since the opposing team will then not be able to hoard at one point. | ||
− | *When playing as a Demoknight, you should aim for powerful classes such as enemy Soldiers, Heavies, Pyros, and Demomen. This will weaken the opposing team's offense. Never charge towards a | + | *When playing as a Demoknight, you should aim for powerful classes such as enemy Soldiers, Heavies, Pyros, and Demomen. This will weaken the opposing team's offense. Never charge towards a Pyro since they can use their airblast to deactivate that charge. |
==={{Class link|Heavy}}=== | ==={{Class link|Heavy}}=== | ||
Line 56: | Line 56: | ||
==={{Class link|Medic}}=== | ==={{Class link|Medic}}=== | ||
− | *Medics in Foundry should always use the default [[ | + | *Medics in Foundry should always use the default [[Medi Gun]] or the [[Quick-Fix]]. Your team will need to take out Sentry Guns and players on the opposing team. |
*The classes that the Medic should focus on healing the most are Heavies, Soldiers, Demomen, and Pyros. These players will need the most help with attacking and defending points. | *The classes that the Medic should focus on healing the most are Heavies, Soldiers, Demomen, and Pyros. These players will need the most help with attacking and defending points. | ||
==={{Class link|Sniper}}=== | ==={{Class link|Sniper}}=== | ||
− | *The third and second Control point is the most ideal place for a | + | *The third and second Control point is the most ideal place for a Sniper to camp. Use the spots given to hide well and have a good view of the Control point. |
*Using the [[Huntsman]] when defending the first Control point or attacking is probably the best thing to do since the room is enclosed and is very small. | *Using the [[Huntsman]] when defending the first Control point or attacking is probably the best thing to do since the room is enclosed and is very small. | ||
==={{Class link|Spy}}=== | ==={{Class link|Spy}}=== | ||
− | *Spies should focus on destroying | + | *Spies should focus on destroying Sentry Guns that are defending points and taking out Engineer bases that are set up outside Control points. Taking these out will give your team the advantage of attacking and defending well. |
*Medics on the opposing team will be a problem to your team. Spies should [[Backstab]] these medics as soon as possible before they get a full [[Ubercharge]] | *Medics on the opposing team will be a problem to your team. Spies should [[Backstab]] these medics as soon as possible before they get a full [[Ubercharge]] | ||
{{Map strategy}} | {{Map strategy}} |
Revision as of 21:20, 13 August 2013
“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 Foundry strategy | |
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Basic Information | |
Developer(s): | Unknown |
Map Info | |
Environment: | Industrial |
Setting: | Dusk, cloudy |
Hazards: | Cauldron Fire |
Map Photos | |
This article is for learning how to play more effectively on Foundry.
Contents
General Strategy (All Classes)
- All players should focus on attacking and capturing control points. Most players should be attacking while a few players should be defending. This will make your team more balanced and having a bigger advantage.
Class-specific strategy
Scout
- There are many flanking routes around the second and final control points. Use these to your advantage to get past the opposing team if they are attacking or defending.
- The Force-A-Nature's knockback is useful for pushing enemies back and into the Cauldron at the Final Control Point. Using this would also help with dealing damage to powerful classes such as enemy Heavies, Demomen, Pyros, and Soldiers.
Soldier
- Soldiers, should always focus on attacking the opposing team and capturing the Control points needed to proceed. Soldiers should focus on killing enemy Heavies, Demomen, Pyros, and Soldiers.
- Having the Buff Banner is also a good idea to give your team Mini-crits againts the opposing team, making attacking the opposing team easier.
Pyro
- Using the Side Path can help you avoid most enemies. This will allow you to get behind enemy players and kill them easily. A note for this would be to use the Backburner to gain Critical Hits this way.
- You can airblast enemies into the Cauldron on the first and final control points to defend that point.
- On the third control point, Pyros should be aware of it being more open to Sniper's and Soldier's. This would be a good spot for Pyro's to airblast enemy projectiles such as Rockets, Grenades, and Arrows back.
Demoman
- When defending as a Demoman, you should set up sticky traps either around the point or paths leading to the point. This will allow you to be able to kill a large amount of the opposing team's players.
- When attacking as a Demoman, you should take out enemy Engineer bases that are in the process of being built or are built already. This will lower the stress on your own team since the opposing team will then not be able to hoard at one point.
- When playing as a Demoknight, you should aim for powerful classes such as enemy Soldiers, Heavies, Pyros, and Demomen. This will weaken the opposing team's offense. Never charge towards a Pyro since they can use their airblast to deactivate that charge.
Heavy
- When playing as a defensive Heavy, you should always stand by a friendly Engineer's Dispenser near a Control point to gain ammo and health fast rather than going out to search for a health or ammo pack.
- When attacking as a Heavy, you should try to take out enemy Engineer bases that are defending points, as well as taking out ones that are attacking. This will improve your teams advantage to capture the next Control point.
Engineer
- There are plenty of good spots to build a Engineer base on Foundry. A Engineer should pick one, and stay there until the rest of your team captures the next Control point. After they have captured it, you may move up and defend the point that they just captured.
- When attacking, building a teleporter is a good idea so your team can hoard the point that is needed to be captured. When building the teleporter, you want to start building a Sentry and a Dispenser so that your Engineer base will be more difficult to be destroyed.
Medic
- Medics in Foundry should always use the default Medi Gun or the Quick-Fix. Your team will need to take out Sentry Guns and players on the opposing team.
- The classes that the Medic should focus on healing the most are Heavies, Soldiers, Demomen, and Pyros. These players will need the most help with attacking and defending points.
Sniper
- The third and second Control point is the most ideal place for a Sniper to camp. Use the spots given to hide well and have a good view of the Control point.
- Using the Huntsman when defending the first Control point or attacking is probably the best thing to do since the room is enclosed and is very small.
Spy
- Spies should focus on destroying Sentry Guns that are defending points and taking out Engineer bases that are set up outside Control points. Taking these out will give your team the advantage of attacking and defending well.
- Medics on the opposing team will be a problem to your team. Spies should Backstab these medics as soon as possible before they get a full Ubercharge