Difference between revisions of "Community DeGroot Keep strategy"
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* The Pyro can be a formidable class in medieval maps if used correctly. The basic stratagy for the Pyro is to hit the enemy pull back to dodge his attack then hit him again. | * The Pyro can be a formidable class in medieval maps if used correctly. The basic stratagy for the Pyro is to hit the enemy pull back to dodge his attack then hit him again. | ||
− | * The [[weapons|Backscratcher]] is problably the most effective weapon to use as Pyro in medieval mode. Its higher base damage will make short work of almost any enemy you will ecounter, and the increased health from health packs will allow you to use the small health packs dropped by killed players more effectivly. The decreased health from healing sourses is imaterial for there will be no | + | * The [[weapons|Backscratcher]] is problably the most effective weapon to use as Pyro in medieval mode. Its higher base damage will make short work of almost any enemy you will ecounter, and the increased health from health packs will allow you to use the small health packs dropped by killed players more effectivly. The decreased health from healing sourses is imaterial for there will be no Dispensers or Medics with mediguns. |
− | * The [[weapons|Powerjack]] is the second most effective weapon to use a | + | * The [[weapons|Powerjack]] is the second most effective weapon to use a Pyro. Although you will revieve increased damage from attacks, you can rely on the greater speed to use quick hit and run tactics to drain an enemy's health then go for the kill. In additon the 75 health recieved on kill is a handy thing to have during battle, for the small health packs will provide little help and medics will be few. |
* Using weapons like the [[weapons|Axtinguisher]] is not recommended. Although you will deal critical damage to enemy's who are on fire, the damage penalty makes this weapon unrelyable. In addition the few weapons that deal fire damage such as the [[weapons|Sharpened Volcano Fragment]], will most likely not be used, and fire arrows from a [[weapons|Huntsman]] will most likely instantly kill its victim or will kill him within a few seconds. | * Using weapons like the [[weapons|Axtinguisher]] is not recommended. Although you will deal critical damage to enemy's who are on fire, the damage penalty makes this weapon unrelyable. In addition the few weapons that deal fire damage such as the [[weapons|Sharpened Volcano Fragment]], will most likely not be used, and fire arrows from a [[weapons|Huntsman]] will most likely instantly kill its victim or will kill him within a few seconds. | ||
− | * Melee weapons with other stats that involve damage penalty or slower firing speed are note recomemded, and weapons that trade either of those things for removing | + | * Melee weapons with other stats that involve damage penalty or slower firing speed are note recomemded, and weapons that trade either of those things for removing Sappers should never be used. |
==={{class link|demoman}}=== | ==={{class link|demoman}}=== |
Revision as of 02:31, 17 December 2013
Community DeGroot Keep strategy | |
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Basic Information | |
Developer(s): | Unknown |
Map Info | |
Environment: | Medieval |
Setting: | Daylight, sunny |
Hazards: | Castle gate, Pit |
Map Photos | |
This article is about Community DeGroot Keep strategy.
Contents
General (All Classes)
- Remember that in Medieval mode, most primary and some secondary weapons are restricted. Playing in DeGroot Keep requires a different mindset and gameplay style.
- It is possible to avoid taking fall damage when exiting the castle while the gate is closed. First, jump to the sign hanging above point A from the opposite wall, and then drop down onto the raised section of ground surrounding the point.
- When capturing or defending the last point, it can get a bit hectic as both teams are fighting in the same enclosed space. Try to crouch in the corner and use your melee weapon to cause damage to any passing enemy that gets too close. Players will usually mistake you for a ragdoll and continue attacking other players.
- In DeGroot Keep, the rocks around the tower at point B can be traversed by either team to surprise the enemy, although it is harder for the BLU team to scale the rocks onto the point. This is a recommended route for Scouts and Spies.
Class-specific strategies
Scout
- Due to the cramped combat nature of the map, the Boston Basher has a good chance of dealing effective damage against enemies, especially on the final capture point. It is generally a good idea to try to hit as many players as possible to make them easier to kill.
- The Boston Basher can be used to get to the inner yard even when the gate is closed. To do this, stand on the hill, then jump and hit yourself several times. You will be on the Sniper deck. Jump down and take a health pack. Then you can kill a few enemies there and escape.
- While the Atomizer, with its lower damage and slower swing speed, may not be ideal for combat, the triple jump it provides can make a Scout much more difficult to hit. However, at the cost of 10 health per third jump, Scouts should do this sparingly.
- The Atomizer's triple jump can allow a Scout to shimmy up to the castle's battlements, as seen here.
Soldier
- A very risky, but effective tactic on Point C is to use the Kamikaze taunt. As the blast radius is quite large, it will effectively eliminate all enemies on the point. However, the taunt will leave you very vulnerable to all attacks, especially on a server with a lot of players.
Pyro
- The Pyro can be a formidable class in medieval maps if used correctly. The basic stratagy for the Pyro is to hit the enemy pull back to dodge his attack then hit him again.
- The Backscratcher is problably the most effective weapon to use as Pyro in medieval mode. Its higher base damage will make short work of almost any enemy you will ecounter, and the increased health from health packs will allow you to use the small health packs dropped by killed players more effectivly. The decreased health from healing sourses is imaterial for there will be no Dispensers or Medics with mediguns.
- The Powerjack is the second most effective weapon to use a Pyro. Although you will revieve increased damage from attacks, you can rely on the greater speed to use quick hit and run tactics to drain an enemy's health then go for the kill. In additon the 75 health recieved on kill is a handy thing to have during battle, for the small health packs will provide little help and medics will be few.
- Using weapons like the Axtinguisher is not recommended. Although you will deal critical damage to enemy's who are on fire, the damage penalty makes this weapon unrelyable. In addition the few weapons that deal fire damage such as the Sharpened Volcano Fragment, will most likely not be used, and fire arrows from a Huntsman will most likely instantly kill its victim or will kill him within a few seconds.
- Melee weapons with other stats that involve damage penalty or slower firing speed are note recomemded, and weapons that trade either of those things for removing Sappers should never be used.
Demoman
- Demomen equipped with the Chargin' Targe or Splendid Screen can charge the large pile of rocks in the middle of the battlefield to launch themselves up to the castle's battlements, as shown in this video.
- Ali Baba's Wee Booties and the Bootlegger are the only allowed primary weapons for the Demoman and should be equipped at all times. The health boost and increased turn control are both very handy.
- Always consider carrying any of the alternate melee weapons that offer a longer reach. The Eyelander can greatly increase survivability through taking more heads, the Claidheamh Mòr offers a longer charge duration, and the Scotsman's Skullcutter deals increased damage. It is worth noting that the speed penalty associated with the Scotsman's Skullcutter is less noticeable in Medieval mode, due to the smaller map size and the ability to charge.
- The Ullapool Caber is very effective on the final Control point, as multiple members of both teams will often be fighting there simultaneously once it is unlocked. If charging in with the Chargin' Targe, a full Critical swing is capable of dealing upwards of 400 explosive damage, which can effectively clear the point in a single attack.
- The Ullapool Caber may also be used to jump onto the Sniper platform as means of getting into the castle without the external Control Points being captured.
- This is extremely useful for clearing control points, especially the final cap. Remember that you can hit the floor at the end of the charge if there are no enemies in range; it will still crit enemies in range of the blast.
- If the last point is being contested, a good place to surprise attackers is on the battlements in front of the control point. Charging down toward the nook will effectively surprise and kill any enemies staying in there, as many people tend not to look up when checking for a surprise attack.
Heavy
Engineer
Medic
- On offense, while your team is capturing the final Control Point, it is generally a good idea to fire your Crusader's Crossbow into the pit that occupies the point. This can not only damage enemies, but also heal allies.
Sniper
- When on the BLU team, once the main gate opens (after capturing A and B), position yourself in front of the gate, and fire arrows toward the capture point, ducking to the side out of the gate's line of fire after each shot. People will be clustering around the capture point and it will be easy to hit opponents without much aiming.
- Conversely, when on the RED team, once the main gate opens, put yourself in a position where you can shoot outwards through the main gate into the battlefield. As most enemies will be rushing in a straight line through the corridor toward you with melee weapons, it will be very easy to hit them as well.
- Don't try to sit on the point and snipe outwards through the gate. It will make you an easy target for enemy Snipers. The other team can easily melee you to death before you can escape as well.
- The Huntsman should be the default armament for Snipers in Medieval mode. Remember that your arrows can be lit by using available torches, resulting in afterburn damage. This can also be used to tag enemies for teammates using the Sun-on-a-Stick or Axtinguisher.
- RED Snipers on the battlements should keep an eye out for Demomen charging up the rocks onto the battlements.
- Consider waiting below for Demomen to charge onto the battlements and headshot them in close-range when they attempt to come after you.
- Arrows can pass through the holes in the gates and the tower window slits. Use these to remain hidden.
- Keep in mind this will make you more vulnerable to enemy Snipers, as shooting through a window will give away your position and make you an easy target. There is also very little room for you to aim, as the boxes for the windows are small.
- Snipers can ignite their arrows using the torches spread throughout DeGroot Keep and outside the BLU spawn.
- There is a small hole in the rafters on the third floor in the tower of DeGroot Keep. RED Snipers can fall through this to quickly reach the second level on the stairs, which is a good spot for sniping enemies trying to capture the point.
Spy
- Surprisingly, a good place to decloak is right outside of the enemy's spawn. They usually come barrelling out of there without a second glance to the side.
- DeGroot Keep is a great place to practice and use trick stabs as the enemy can only use melee weapons, so their movements are very predictable, making it easier perform stair stabs and side stabs. Strafing to the side and stabbing charging Demomen can shut them down.
- When you are on RED team, you can use the roof with the Dead Ringer to your advantage. As you fall and feign your death, you can pick up the Health kit that you drop.