Difference between revisions of "Community Ghost Town strategy"

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== General (All Classes) ==
 
== General (All Classes) ==
 
* As there is only one 'wave' in Wave 666, there is significantly less free time to return to the spawn and buy upgrades. The best times to do this will be immediately after respawn, and when the next robots are slower Giants.
 
* As there is only one 'wave' in Wave 666, there is significantly less free time to return to the spawn and buy upgrades. The best times to do this will be immediately after respawn, and when the next robots are slower Giants.
* You will receive 5000 credits at the start of the match, rather than the 400 most maps start you with. Use this money wisely.
+
* You will receive 5000 credits at the start of the match, rather than the 400 to 1500 most maps start you with. Use this money wisely.
* Due to the sheer number of robots that will attack you, each class with struggle in different parts of the Wave.
+
* Due to the sheer number of robots that will attack you, each class will struggle in different parts of the Wave.
 +
* Damage output is the main difficulty, and there is tons of money available. Use Crit Canteens freely.
  
 
== Class-specific strategy ==
 
== Class-specific strategy ==
 
=== {{class link|Scout}} ===
 
=== {{class link|Scout}} ===
* A Scout may be a liability in this map. With the sheer volume of enemies that will be encountered, it is likely that a Scout player will die multiple times during this map.
+
* Although it is not strictly necessary to have a money collector on this map due to the amount of money available already, a Scout can work very well provided they are skilled and can make the most of their other abilities.
* Maxing out your resistances before the round even starts may leave you with only 2000 credits for weapon upgrades, but will be a great help towards ensuring your survival in certain sections.
 
 
* A Scout with Mad Milk can help keep his team alive if they use it often.
 
* A Scout with Mad Milk can help keep his team alive if they use it often.
 
* Consider using the Fan of War rather than the Sandman for marking robots, as the Sandman does incur a small max health penalty when equipped, and the Fan does not need upgrading in order to provide the Marked effect.
 
* Consider using the Fan of War rather than the Sandman for marking robots, as the Sandman does incur a small max health penalty when equipped, and the Fan does not need upgrading in order to provide the Marked effect.
* When the Giant Quick-Fix Medic - Giant Heavy combinations show up, marking the Medic will help ensure that they die quickly, especially if your team members are using Projectile Penetration upgrades to shoot the Medic and Heavy at the same time.
 
  
 
=== {{class link|Soldier}} ===
 
=== {{class link|Soldier}} ===
 +
* A very good all-around class to have on this mission.
  
 
=== {{class link|Pyro}} ===
 
=== {{class link|Pyro}} ===
 +
* The hardest sub-wave of the map is probably the Tanks and Spies sub-wave, so having a Pyro is very helpful.
  
 
=== {{class link|Demoman}} ===
 
=== {{class link|Demoman}} ===
* You will have little time to set up sticky traps when the robots start showing up, so the Scottish Resistance will not be as effective on this map.
+
* Upgrading your [[Grenade Launcher]] will help greatly against tanks. Consider upgrading both your Grenade Launcher and the [[Scottish Resistance]] if you have the money.
* Use the [[Scottish Resistance]] to make giant lumps of bombs.
 
  
 
=== {{class link|Heavy}} ===
 
=== {{class link|Heavy}} ===
* As the Heavy cannot upgrade the damage on their primary weapon, the class may seem at a significant disadvantage during Wave 666.
+
* A Heavy that invests in Projectile Destruction will be invaluable during the periods where Soldier robots attack, and will provide some assistance during Demoman attacks.
* A Heavy that invests in Projectile Destruction will be invaluable during the periods where Soldier robots attack, and will provide some assistance during Demoman attacks
+
* Remember, Heavy does reduced damage against Tanks, and it is usually best for him to focus on keeping his teammates alive while they kill Tanks.
* Consider acquiring a Crit canteen for Tanks, given the lack of primary damage upgradability.
 
  
 
=== {{class link|Engineer}} ===
 
=== {{class link|Engineer}} ===
 
* Given the length of the map, and the relatively small level of down-time you will get between robot appearances, having a two-way teleporter up and running quickly may prove invaluable to teammates who wish to purchase new upgrades.
 
* Given the length of the map, and the relatively small level of down-time you will get between robot appearances, having a two-way teleporter up and running quickly may prove invaluable to teammates who wish to purchase new upgrades.
 
* Ensure that most, if not all, of your teammates can reach your Dispenser safely.
 
* Ensure that most, if not all, of your teammates can reach your Dispenser safely.
 +
The lack of Super Scouts on this mission enables you to be very mobile with your Sentry.
  
 
=== {{class link|Medic}} ===
 
=== {{class link|Medic}} ===
 +
* Most classes shouldn't actually die very often during this mission, with the key difficulty being damage output, not healing. If anything, reviving teammates will just rob them of the opportunity to buy upgrades and canteens. Anyone who attempts to play Medic should be very skilled at maximizing their effective damage output with the Projectile Shield and the Ubersaw.
 
* Use the [[Kritzkrieg]] with a Scottish Resistance combo to help a demo make large clusters of sticky traps.
 
* Use the [[Kritzkrieg]] with a Scottish Resistance combo to help a demo make large clusters of sticky traps.
 +
* The Heavy will benefit the most from your healing, as it will allow him to get closer to robots and deal more damage.
 +
 
=== {{class link|Sniper}} ===
 
=== {{class link|Sniper}} ===
 
* Using a Sydney Sleeper to coat far enemies in Jarate may prove beneficial.
 
* Using a Sydney Sleeper to coat far enemies in Jarate may prove beneficial.
  
 
=== {{class link|Spy}} ===
 
=== {{class link|Spy}} ===
* The frequent appearance of giant enemies makes upgrading your knife a necessity.
+
* Large numbers of giants and a high amount of starting cash make Spy a very viable money collector on this mission.
 
{{Map strategy}}
 
{{Map strategy}}

Revision as of 08:27, 18 May 2014

Community Ghost Town strategy
Mvm coaltown event.jpg
Basic Information
Developer(s): Unknown
Map Info
Environment: Desert
Setting: Night
Hazards: Pitfall
Map Photos
Loading screen photos.

This article is about Community Ghost Town strategy

General (All Classes)

  • As there is only one 'wave' in Wave 666, there is significantly less free time to return to the spawn and buy upgrades. The best times to do this will be immediately after respawn, and when the next robots are slower Giants.
  • You will receive 5000 credits at the start of the match, rather than the 400 to 1500 most maps start you with. Use this money wisely.
  • Due to the sheer number of robots that will attack you, each class will struggle in different parts of the Wave.
  • Damage output is the main difficulty, and there is tons of money available. Use Crit Canteens freely.

Class-specific strategy

Leaderboard class scout.png Scout

  • Although it is not strictly necessary to have a money collector on this map due to the amount of money available already, a Scout can work very well provided they are skilled and can make the most of their other abilities.
  • A Scout with Mad Milk can help keep his team alive if they use it often.
  • Consider using the Fan of War rather than the Sandman for marking robots, as the Sandman does incur a small max health penalty when equipped, and the Fan does not need upgrading in order to provide the Marked effect.

Leaderboard class soldier.png Soldier

  • A very good all-around class to have on this mission.

Leaderboard class pyro.png Pyro

  • The hardest sub-wave of the map is probably the Tanks and Spies sub-wave, so having a Pyro is very helpful.

Leaderboard class demoman.png Demoman

Leaderboard class heavy.png Heavy

  • A Heavy that invests in Projectile Destruction will be invaluable during the periods where Soldier robots attack, and will provide some assistance during Demoman attacks.
  • Remember, Heavy does reduced damage against Tanks, and it is usually best for him to focus on keeping his teammates alive while they kill Tanks.

Leaderboard class engineer.png Engineer

  • Given the length of the map, and the relatively small level of down-time you will get between robot appearances, having a two-way teleporter up and running quickly may prove invaluable to teammates who wish to purchase new upgrades.
  • Ensure that most, if not all, of your teammates can reach your Dispenser safely.

The lack of Super Scouts on this mission enables you to be very mobile with your Sentry.

Leaderboard class medic.png Medic

  • Most classes shouldn't actually die very often during this mission, with the key difficulty being damage output, not healing. If anything, reviving teammates will just rob them of the opportunity to buy upgrades and canteens. Anyone who attempts to play Medic should be very skilled at maximizing their effective damage output with the Projectile Shield and the Ubersaw.
  • Use the Kritzkrieg with a Scottish Resistance combo to help a demo make large clusters of sticky traps.
  • The Heavy will benefit the most from your healing, as it will allow him to get closer to robots and deal more damage.

Leaderboard class sniper.png Sniper

  • Using a Sydney Sleeper to coat far enemies in Jarate may prove beneficial.

Leaderboard class spy.png Spy

  • Large numbers of giants and a high amount of starting cash make Spy a very viable money collector on this mission.