Difference between revisions of "Community Metalworks strategy"
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Revision as of 22:46, 15 April 2021
“Sun Tzu's got nothing on us!” This article is a Community strategy stub. As such, it is not complete. You can help the Team Fortress Wiki Community Strategy Project by expanding it. Notes: Expand the "General Strategy" section to cover map locations in more detail. Potentially look at the class-specific strategies as well. |
Community Metalworks strategy | |
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Basic Information | |
Developer(s): | Unknown |
Map Info | |
Environment: | Industrial |
Setting: | Night, cloudy |
This article is about Community Metalworks strategy.
Note: It is recommended to read the main Metalworks article first to become familiar with the names of key map locations used in this article.
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.