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 solo.
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* 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.
  
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=== {{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.
* Move your Scouts to capture the 2 & 4 control points
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* Scouts should stay behind to capture points while the rest of the team pushes forward.
 
=== {{class link|Soldier}} ===
 
=== {{class link|Soldier}} ===
* There's plenty of upper walkpaths around the map, so feel free to rocket jump onto them for faster travel.
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* 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 Ubercharge when near a control point. It can help turn the battle into your team's favor.
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* 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  
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* You can use the bottom floors in each area to slip past groups of enemies.
* Engineer nests can be tricky near the last few points. You can assist your team by sabotaging the nests.
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* 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
Cp metalworks b22 5.jpg
Basic Information
Developer(s): Unknown
Map Info
Environment: Industrial
Setting: Night, cloudy

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

Leaderboard class scout.png 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.

Leaderboard class soldier.png Soldier

  • There are plenty of upper walkpaths around the map, so feel free to rocket jump onto them for faster travel.

Leaderboard class pyro.png Pyro

  • While not as useful on this map, the Pyro's airblast can be very useful in pushing enemies off the middle control point.

Leaderboard class demoman.png 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.

Leaderboard class heavy.png Heavy

  • The limiting catwalks make for great opportunities to lock down a control point. Provide suppressive fire while other teammates capture.

Leaderboard class engineer.png Engineer

  • The final point will be a tough holdout without a sentry in place. Set your sentry to guard both the doors.

Leaderboard class medic.png 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.

Leaderboard class sniper.png 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.

Leaderboard class spy.png 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.