Difference between revisions of "Community Graveyard strategy"
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Revision as of 12:13, 28 October 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: The purpose is to provide advice not covered elsewhere but specific only to the particular map. |
Community Graveyard strategy | |
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Basic Information | |
Developer(s): | Unknown |
Map Info | |
Environment: | Halloween |
Setting: | Night |
Hazards: | Pitfall, Pumpkin bombs |
Map Photos | |
This article is about Community Graveyard strategy.
Contents
Note: It is recommended to read the main Graveyard article first to become familiar with the names of key map locations used in this article.
Graveyard is a modification of the original Lumberyard Arena map. For much of the original Gorge 2CP Community strategy that still applies to this map, see Community Gorge strategy.
General strategy
This Halloween map features pumpkin bombs, magic spells, and the Soul Gargoyle; see Community Halloween maps strategy.
- Teams often circle around one side and force their way to the back, in somewhat of a yin-yang dynamic. The key is to obtain proper defense of your team’s area and gain control of the rooftop and the indoors. The spawns are relatively useless, and are usually forgone by either team.
- The player ghosts make the gameplay tighten as the round goes on, and remaining players are typically on guard thanks to overheal. Use this to try and single out specific players rather than taking on the whole team.
- Capturing the objective forces the enemy team to come to you or risk losing, prepare yourself for advancing players at either of the 2 side doors that open when the control point unlocks.
Magic spells
- The periodically spawning Rare Spells can turn the tide. Keep an eye out for the purple beacons and get them if you can! Or target any enemy going for it if you can't!
- The trade offs for Rare Spells are different in Arena, because death of the bearer removes the unused spell from the round.
- Dying after picking up a Rare Spell destroys the Spell, which can be useful in dire situations by preventing the enemy team from grabbing it.
- An Enemy that has picked up a Rare Spell should be targeted to destroy the spell, or at least force an unfavorable cast.
- A teammate carrying a Rare Spell should be protected and escorted to a good position to cast the spell.
Dispenser-ghost
- Dead players become ghosts that can fly around and approach teammates to heal them and replenish their ammo.
- Search for teammates using the "MEDIC!" voice command, especially if they are low on health.
- Coordinate with your Medic, as healing their patient can interfere with the buildup of their ÜberCharge.
- Heavies, Pyros, and Engineers can benefit the most from the ammo regenerating effects.
- Stacking on the most powerful person on a team can turn the tide. A Heavy can easily survive a firefight with sustained healing.
- It is possible to heal enemy Spies or even give away friendly Spies. Ghosts must always be wary of who to heal.
- You can also scout around corners and used mic or team talk to communicate what you see that your living teammates can't see, like the location of the crit-boosted last live player. At the very least, watch your survivors' six.
Last man
- When reduced to one live player, the lone surviving team member can still be a threat, being awarded mini-crits and supported by many healing ghosts. Be careful not to underestimate them.
- Avoid the temptation to neglect the point to hunt down the last player, you can win the round without killing them. And the Point is fast; the last player can sneak in and cap behind you if you leave the Point looking for them.
- The last player tends to attack from above or behind.
- However, if you are the last player, rally up as many ghosts as you can, and get one to tell you were the enemy is and when their back is to you.
Skeleton King
- The Skeleton King is a special matter, not the least of which is his normal relentless pursuit with high-damage attacks; however, ...
- At 1000 Health, enough damage to kill 5 soldiers is needed to defeat the Skeleton King. That is a lot of damage to give up in the short rounds of Arena. Shifting your team's firepower onto the Skeleton King greatly reduces the pressure on the other team, a really bad thing to do in Arena.
- Conversely, if the Skeleton King is in amongst the enemy, better yet the enemy has also foolishly chosen to attack the monster instead of you, pour the fire on the enemy aggressively during the resulting power play, and also try to close the distance to grab the Rare Spell for yourself, should he be defeated.
- When the Skeleton King is chasing you, do what you can to lead him away from your team and in the direction of the enemy.
Class-specific strategy
Scout
Soldier
Pyro
Demoman
Heavy
- As more healing and ammo becomes available from fallen Comrades, the longer you can manage to survive the greater threat you become.
Engineer
- Placing a Mini Sentry Gun under either of the two staircases is a great ambush spot for enemies coming down the stairs, as they will have little time to react it to it.
Medic
- Even with the more generous number of Health kits, in the early stages of a round, Medics are vital to team survival by keeping teammates alive. Medics can even work alongside Dispenser-ghosts to keep the team fighting, and the Ghosts can't Uber.
Sniper
- A well-placed Jarate throw can allow a team to overwhelm a target who is being healed by many ghosts.
- When you see a Rare Spell too far away to get to, and it is close to the enemy, scope in and Headshot any enemy that picks it up.
Spy
- Spies can dispatch more powerful classes with backstabs, no matter how many ghosts are supporting them.
- Ghosts are a double-edged sword with Spies, as friendly ghosts could give away your position, while enemy ghosts can heal you.