Difference between revisions of "Community Metalworks strategy"
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== General strategy == | == General strategy == | ||
− | * Stay in a group. Your team will fall very quickly if you try to act | + | * Stay in a group. Your team will fall very quickly if you try to act alone. |
* There are multiple different entrances. If one route is too well defended, take another. | * There are multiple different entrances. If one route is too well defended, take another. | ||
Line 23: | Line 23: | ||
=== {{class link|Scout}} === | === {{class link|Scout}} === | ||
* Scouts have lots of room to maneuver in the control point areas. Try not to get caught in an ambush in the crossover areas. | * Scouts have lots of room to maneuver in the control point areas. Try not to get caught in an ambush in the crossover areas. | ||
− | * | + | * Scouts should stay behind to capture points while the rest of the team pushes forward. |
=== {{class link|Soldier}} === | === {{class link|Soldier}} === | ||
− | * There | + | * There are plenty of upper walkpaths around the map, so feel free to rocket jump onto them for faster travel. |
=== {{class link|Pyro}} === | === {{class link|Pyro}} === | ||
* While not as useful on this map, the Pyro's airblast can be very useful in pushing enemies off the middle control point. | * While not as useful on this map, the Pyro's airblast can be very useful in pushing enemies off the middle control point. | ||
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* The final point will be a tough holdout without a sentry in place. Set your sentry to guard both the doors. | * The final point will be a tough holdout without a sentry in place. Set your sentry to guard both the doors. | ||
=== {{class link|Medic}} === | === {{class link|Medic}} === | ||
− | * Save your | + | * Save your ÜberCharge when near a control point. It can help turn the battle into your team's favor. |
+ | * Be aware of enemy Soldiers and Demomen who may try to [[Jumping#Basic_rocket_jump|rocket jump]] or [[Jumping#Basic_sticky_jump|sticky jump]], respectively, towards you. | ||
=== {{class link|Sniper}} === | === {{class link|Sniper}} === | ||
* Provide Sniper cover on the last point. You'll have full sight on all entryways. | * Provide Sniper cover on the last point. You'll have full sight on all entryways. | ||
* There are vantage points near the middle control point that can help you harass enemies trying to capture. | * There are vantage points near the middle control point that can help you harass enemies trying to capture. | ||
=== {{class link|Spy}} === | === {{class link|Spy}} === | ||
− | * You can use the bottom floors in each area to slip past groups of enemies | + | * You can use the bottom floors in each area to slip past groups of enemies. |
− | * Engineer nests can be tricky near the last | + | * Engineer nests can be tricky near the last couple points. You can assist your team by sabotaging the nests. |
{{Map strategy}} | {{Map strategy}} |
Revision as of 16:22, 1 March 2017
This article discusses community strategy for Metalworks.
Community Metalworks strategy | |
---|---|
Basic Information | |
Developer(s): | Unknown |
Map Info | |
Environment: | Industrial |
Setting: | Night, cloudy |
Contents
General strategy
- Stay in a group. Your team will fall very quickly if you try to act alone.
- There are multiple different entrances. If one route is too well defended, take another.
Class-specific strategy
Scout
- Scouts have lots of room to maneuver in the control point areas. Try not to get caught in an ambush in the crossover areas.
- Scouts should stay behind to capture points while the rest of the team pushes forward.
Soldier
- There are plenty of upper walkpaths around the map, so feel free to rocket jump onto them for faster travel.
Pyro
- While not as useful on this map, the Pyro's airblast can be very useful in pushing enemies off the middle control point.
Demoman
- Set stickytraps on the bridges. They can help disorganize large groups.
- The Grenade Launcher will be extremely useful in the small corridors. Use it whenever possible.
Heavy
- The limiting catwalks make for great opportunities to lock down a control point. Provide suppressive fire while other teammates capture.
Engineer
- The final point will be a tough holdout without a sentry in place. Set your sentry to guard both the doors.
Medic
- Save your ÜberCharge when near a control point. It can help turn the battle into your team's favor.
- Be aware of enemy Soldiers and Demomen who may try to rocket jump or sticky jump, respectively, towards you.
Sniper
- Provide Sniper cover on the last point. You'll have full sight on all entryways.
- There are vantage points near the middle control point that can help you harass enemies trying to capture.
Spy
- You can use the bottom floors in each area to slip past groups of enemies.
- Engineer nests can be tricky near the last couple points. You can assist your team by sabotaging the nests.