Difference between revisions of "Community Wutville strategy"
(Added class strategies on watville) |
m (Auto: EnforceCapitalization(Scout), EnforceCapitalization(Medic), EnforceCapitalization(Sniper), EnforceCapitalization(Engineers), EnforceCapitalization(Snipers), WordFilter(Sentry Guns/Sentries(?!\s+Gun) → Sentry Guns) (Review RC#2972998)) |
||
Line 35: | Line 35: | ||
=== {{class link | Scout}} === | === {{class link | Scout}} === | ||
− | * As | + | * As Scout on offense you can use [[Bonk!]] or [[Winger]] to get to enemy Sniper to take out. |
* On defense check flank routes the enemy could use to get behind your team. | * On defense check flank routes the enemy could use to get behind your team. | ||
=== {{class link | Soldier}} === | === {{class link | Soldier}} === | ||
* [[Rocket Jumping]] is much harder to use productively on both sides so use rocket jumping after you fire rockets at the enemy to counter [[Damage]] falloff by getting closer. | * [[Rocket Jumping]] is much harder to use productively on both sides so use rocket jumping after you fire rockets at the enemy to counter [[Damage]] falloff by getting closer. | ||
− | * On Offense you can protect both you and your | + | * On Offense you can protect both you and your Medic by tanking bullets with the [[Battalion's Backup]]. |
=== {{class link | pyro}} === | === {{class link | pyro}} === | ||
− | * Use flares guns to distract | + | * Use flares guns to distract Snipers, but be careful not to step too far out of cover. |
− | * Spy check for your | + | * Spy check for your Engineers so your team doesn’t get pushed back. |
=== {{class link | Demoman}} === | === {{class link | Demoman}} === | ||
− | * The many long straight angles available between chokes can be exploited by Demoknights, but be careful since | + | * The many long straight angles available between chokes can be exploited by Demoknights, but be careful since Sentry Guns will be used to hold the line from the enemy. |
* Use stickies to destroy nests that could be around corners, and use pipes to air shot mobile classes that try to get behind your team. | * Use stickies to destroy nests that could be around corners, and use pipes to air shot mobile classes that try to get behind your team. | ||
=== {{class link | heavy}} === | === {{class link | heavy}} === | ||
* Genuinely Heavy on this map is very hard to play, since the Sniper sightlines are so long, and you can only hide, and even then, cover is rare on this map. | * Genuinely Heavy on this map is very hard to play, since the Sniper sightlines are so long, and you can only hide, and even then, cover is rare on this map. | ||
− | * Use the [[Fists of Steel]] to take headshots to protect your or your | + | * Use the [[Fists of Steel]] to take headshots to protect your or your Medic. |
=== {{class link | Engineer}} === | === {{class link | Engineer}} === | ||
− | * Engineer is best played on the defense team as enemy | + | * Engineer is best played on the defense team as enemy Snipers won’t you place Sentry Guns in long sight lines too push. |
− | * If you must play on offense use level 3 | + | * If you must play on offense use level 3 Sentry Guns to hold your ground from around the corner, so you don’t be pushed back |
=== {{class link | Medic}} === | === {{class link | Medic}} === | ||
− | * As | + | * As Medic, you will be one of the first people the enemy Sniper is going to pick off |
* Make sure you have good cover and be with partner/group with a larger health pool to take some shots for you | * Make sure you have good cover and be with partner/group with a larger health pool to take some shots for you | ||
− | * Use [[Vaccinator]] on the bullet resistance to counter enemy | + | * Use [[Vaccinator]] on the bullet resistance to counter enemy Sniper. |
=== {{class link | Sniper}} === | === {{class link | Sniper}} === | ||
* The map has such long sight lines that a Sniper can kill a TON of people from far away, use this to your advantage and take places that make you hard to hit or see. | * The map has such long sight lines that a Sniper can kill a TON of people from far away, use this to your advantage and take places that make you hard to hit or see. |
Revision as of 19:00, 29 September 2021
“Gotta move that gear up!” This article may contain content that is out of date. You can help improve this article by updating the content as necessary. See the wiki style guide. Notes: Incomplete |
“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: I've seen some problems with this community strategy page
|
Community Wutville strategy | |
---|---|
Basic Information | |
Developer(s): | Unknown |
Map Info | |
Environment: | Smissmas |
Setting: | Night, Town |
Hazards: | Pitfalls, Payload Cart explosion |
Map Photos | |
This article is about Community Wutville strategy.
Contents
General Strategy
Wutville's layout is a long narrow corridor with a lot of choke points, and a few tunnels which go to different places, away from the Payload track. Due to this design, Sentry Guns and Sticky Traps are all great tools for the defending team due to the narrowness of the map. Because much of the map is a long path, Sniper's long-range damage is both easily utilized and very helpful. The many tunnels allow for Spies to infiltrate the enemy team.
The final point provides high ground and plentiful health and ammo packs to the attacking team should they push up the left flank, securing this route can easily turn the tide.
Class specific strategy
Scout
- As Scout on offense you can use Bonk! or Winger to get to enemy Sniper to take out.
- On defense check flank routes the enemy could use to get behind your team.
Soldier
- Rocket Jumping is much harder to use productively on both sides so use rocket jumping after you fire rockets at the enemy to counter Damage falloff by getting closer.
- On Offense you can protect both you and your Medic by tanking bullets with the Battalion's Backup.
Pyro
- Use flares guns to distract Snipers, but be careful not to step too far out of cover.
- Spy check for your Engineers so your team doesn’t get pushed back.
Demoman
- The many long straight angles available between chokes can be exploited by Demoknights, but be careful since Sentry Guns will be used to hold the line from the enemy.
- Use stickies to destroy nests that could be around corners, and use pipes to air shot mobile classes that try to get behind your team.
Heavy
- Genuinely Heavy on this map is very hard to play, since the Sniper sightlines are so long, and you can only hide, and even then, cover is rare on this map.
- Use the Fists of Steel to take headshots to protect your or your Medic.
Engineer
- Engineer is best played on the defense team as enemy Snipers won’t you place Sentry Guns in long sight lines too push.
- If you must play on offense use level 3 Sentry Guns to hold your ground from around the corner, so you don’t be pushed back
Medic
- As Medic, you will be one of the first people the enemy Sniper is going to pick off
- Make sure you have good cover and be with partner/group with a larger health pool to take some shots for you
- Use Vaccinator on the bullet resistance to counter enemy Sniper.
Sniper
- The map has such long sight lines that a Sniper can kill a TON of people from far away, use this to your advantage and take places that make you hard to hit or see.
Spy
- Cloak and Dagger your way to the Sniper sight lines, and kill them since they think they are far enough away from Spies and the rest of the enemy team