Difference between revisions of "Community Snowplow strategy"
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== General strategy == | == General strategy == | ||
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== Class-specific strategy == | == Class-specific strategy == |
Revision as of 20:00, 19 December 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: "General Strategy" is completely empty right now, and the class strategies are only one bullet point each. Add more information. |
Community Snowplow strategy | |
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Basic Information | |
Developer(s): | Unknown |
Map Info | |
Environment: | Alpine / Snow |
Setting: | Daylight, sunset |
Hazards: | Train, pitfall, crushing |
This article is about Community Snowplow strategy.
Note: It is recommended to read the main Snowplow article first to become familiar with the names of key map locations used in this article.
General strategy
Class-specific strategy
Scout
- Snowplow gives defenders a large view of the surrounding area on each point, which can shut down a Scout fighting head on. Try taking paths that are unguarded or not being watched before moving in.
Soldier
- Hiding around corners and defending routes on the RED team is quite effective. Alert your team if a route has been breached via voice communication or yelling the 'Incoming!' voice response.
Pyro
- On BLU, it's very dangerous to travel without teammates. By staying together with your Heavy specifically, you can reflect incoming projectiles while your Heavy protects you from long range attacks. Move in if you see the enemy retreat behind a corner; at that point, you have a significant advantage.
Demoman
- The Scottish Resistance is a prized defensive weapon. On RED, you can deny access multiple advantageous paths to BLU, and with the extra stickybombs, you have room to guard the main road as well.
Heavy
- On RED, try to set up your own defense around your Engineer's nest. Snipers can pick you off without a sweat out in the open, and Sentry Guns are usually placed where Snipers cannot easily shoot at.
Engineer
- Understand that on Defense, your Sentry is almost always able to be shot at from a distance if you place it near the Control point. Stalling the enemy team long enough for your device to damage the train as much as possible makes you credit to team.
Medic
- The Blutsauger's heal on hit can be useful while retreating early on the first 2 Control points, where health is a little more scarce and far apart.
Sniper
- The Hitman's Heatmaker keeps you from having to unscope, which is very useful when dealing with large crowds. Most Control points will give you a wide view of your enemy, and with focus, you can keep the pressure up without having to unscope.
Spy
- More often than not, as a Spy, it is up to you to deal with the Sentry nests while attacking. Many of the Control points easily succumb to BLU without a good Engineer defending it.