Difference between revisions of "Community PASS Time strategy"
Miomiowski (talk | contribs) (Warehouse_2 doesn't exist anymore) |
Miomiowski (talk | contribs) (Jack no longer provides a speed boost to the holder.) |
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=== {{class link|Scout}} === | === {{class link|Scout}} === | ||
− | This gameplay is best suited for the Scout. His stock speed | + | This gameplay is best suited for the Scout. His stock speed 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. |
=== {{class link|Soldier}} === | === {{class link|Soldier}} === |
Revision as of 22:43, 19 August 2016
This article is about Community PASS Time strategy.
Contents
General strategy
Class-specific strategy
Scout
This gameplay is best suited for the Scout. His stock speed 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.
Soldier
Pyro
Demoman
Heavy
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, the sentry can be setup further or closer to the goal.
Medic
Sniper
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.