Difference between revisions of "Community PASS Time strategy"

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This article is about '''Community PASS Time strategy'''.
 
This article is about '''Community PASS Time strategy'''.

Revision as of 10:45, 19 August 2016

This article is about Community PASS Time strategy.

General strategy

Class-specific strategy

Leaderboard class scout.png Scout

This gameplay is best suited for the Scout. His stock speed (plus the added speed the Jack gives him) makes him incredibly valuable to the team for scoring. Each team should have at least one Scout (more Scouts working together allows quick passing of the Jack for faster scoring). He can use the side of the map through small corridors or tops of roofs to avoid any dangers. His weakness is his health as many Engineers put their Sentry Guns at the end of the map.

Leaderboard class soldier.png Soldier

Leaderboard class pyro.png Pyro

Leaderboard class demoman.png Demoman

Leaderboard class heavy.png Heavy

Leaderboard class engineer.png Engineer

Usually a class that can both act defensively and offensively, the Engineer mostly sets up a Sentry Gun near the goal. Depending on the map (pass_warehouse or pass_warehouse_goal2) the sentry can be setup further or closer to the goal.

Leaderboard class medic.png Medic

Leaderboard class sniper.png Sniper

Leaderboard class spy.png Spy

Class usually deployed depending on how the other team plays. If the enemy team goes not actively guard their goal, a Spy can hang around the enemy goal using Cloak and Dagger and uncloak to receive a long pass from a teammate from the roof. If the enemy team is guarding with, for example, a Sentry Gun, a Spy must take it out so Scouts can continue.