Difference between revisions of "Community Foundry strategy"

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m (Class-specific strategy)
m (Auto: EnforceCapitalization(Snipers), infoboxIndentFilter (Review RC#2049486))
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{{Map infobox
 
{{Map infobox
| game-type                = Control Point
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  | game-type                = Control Point
| file-name                = cp_foundry
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  | file-name                = cp_foundry
| map-image                = Cp_foundry_mid.png
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  | map-image                = Cp_foundry_mid.png
| map-environment          = Industrial
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  | map-environment          = Industrial
| map-setting              = Dusk, cloudy
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  | map-setting              = Dusk, cloudy
| map-hazards              = [[Cauldron Fire]]
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  | map-hazards              = [[Cauldron Fire]]
| map-health-pickups-small  = 8
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  | map-health-pickups-small  = 8
| map-health-pickups-medium = 10
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  | map-health-pickups-medium = 10
| map-ammo-pickups-small    =  
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  | map-ammo-pickups-small    =  
| map-ammo-pickups-medium  = 13
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  | map-ammo-pickups-medium  = 13
| map-ammo-pickups-large    = 5
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  | map-ammo-pickups-large    = 5
 
}}
 
}}
  
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*The final control point is relatively enclosed, consider using the [[Huntsman]] if you aren't comfortable sniping in closer quarters.
 
*The final control point is relatively enclosed, consider using the [[Huntsman]] if you aren't comfortable sniping in closer quarters.
  
*Crouch-jumping can allow snipers to access useful vantage points. Examples include the roof of the central capture point and the tops of train segments.
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*Crouch-jumping can allow Snipers to access useful vantage points. Examples include the roof of the central capture point and the tops of train segments.
  
 
==={{Class link|Spy}}===
 
==={{Class link|Spy}}===

Revision as of 16:30, 9 February 2016

Community Foundry strategy
Cp foundry mid.png
Basic Information
Developer(s): Unknown
Map Info
Environment: Industrial
Setting: Dusk, cloudy
Hazards: Cauldron Fire
Map Photos
Loading screen photos.

This article is for learning how to play more effectively on Foundry.

General Strategy (All Classes)

  • All players should focus on attacking and capturing control points. Most players should be attacking while a few players defend. This will make your team more balanced and having a bigger advantage.
  • Players can take the multiple paths to get behind enemies if they are all traveling on one path. Use this to get back to their Control point or kill them from behind to defend your Control point.

Class-specific strategy

Leaderboard class scout.png 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. This will allow you to kill enemies from behind effectively.
  • 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.
  • Use the Sandman whenever you do get behind enemies to make them more vulnerable. Use this on a Medic to stop healing to other players.

Leaderboard class soldier.png 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 all your bullets and projectiles more damaging and effective against enemies.

Leaderboard class pyro.png 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.

Leaderboard class demoman.png 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.

Leaderboard class heavy.png 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.
  • The best weapon to use for this map is the Huo-Long Heater to Spy check. Spies have multiple paths to take to get behind you, Heavies are primary targets for them. Use this weapon so you can check for them and make it harder for you to be Backstabed

Leaderboard class engineer.png 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.
  • Make sure one of your teammates is a Pyro so they can protect your Buildings from Spies. For a melee weapon they should use the Homewrecker to destroy any Sappers that may be attached to your Buildings.

Leaderboard class medic.png 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.
  • Be aware to Spy check when attacking, Spies can take another path that your team might not be taking. Be sure to look behind you every now and then for Spies.

Leaderboard class sniper.png Sniper

  • The middle three points feature open areas and long lines of sight, use these to your advantage.
  • The final control point is relatively enclosed, consider using the Huntsman if you aren't comfortable sniping in closer quarters.
  • Crouch-jumping can allow Snipers to access useful vantage points. Examples include the roof of the central capture point and the tops of train segments.

Leaderboard class spy.png 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
  • Spies should use the multiple paths given to sneak around enemy players. These paths allow Spies to have a better chance of not being seen Cloaking and Uncloacking