Difference between revisions of "Community Pier strategy"
Shiteyanyo (talk | contribs) (Added strategies to the Offense and Defense sections, fixed a major overlinking issue, and improved the wording of some strategies.) |
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**The cliff is a very important spot to take over, as an uncoordinated RED team will be unable to reclaim it to defend the point. | **The cliff is a very important spot to take over, as an uncoordinated RED team will be unable to reclaim it to defend the point. | ||
**Pushing in through the caves with an Ubercharged [[Combo (competitive)|combo]] is a common and effective strategy. | **Pushing in through the caves with an Ubercharged [[Combo (competitive)|combo]] is a common and effective strategy. | ||
− | ***If the tunnel isn't guarded by a | + | ***If the tunnel isn't guarded by a Sentry Gun, any class may push in from the stairs behind the cliff to prevent the RED team from effectively retreating from the combo push. |
'''Checkpoint B''' | '''Checkpoint B''' | ||
* As the cart crosses the bridge it will begin descending down a small decline, as it is climbing down, on its right side it will pass a two story building named the "Red carpet building" duo to the beautiful Red carpet on the second floor. | * As the cart crosses the bridge it will begin descending down a small decline, as it is climbing down, on its right side it will pass a two story building named the "Red carpet building" duo to the beautiful Red carpet on the second floor. | ||
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== Spawn Rollout ([[BLU]]) == | == Spawn Rollout ([[BLU]]) == | ||
− | BLU Team pushes out of spawn, ideally with power classes like Heavy, Soldier and Demoman. Spy and Scout can flank and go the beach route, though Scouts will have to watch out for the potential Sentry Gun on the ledge near the tunnel, or go the left route through the cave, so they can avoid the gun. A | + | BLU Team pushes out of spawn, ideally with power classes like Heavy, Soldier and Demoman. Spy and Scout can flank and go the beach route, though Scouts will have to watch out for the potential Sentry Gun on the ledge near the tunnel, or go the left route through the cave, so they can avoid the gun. A Sniper on BLU should wait for his team to push into the tunnel, then, if the push is going well, either go the right wooden platform near the beach, or go slightly out of spawn, as to get a better angle. A Medic and his buddy should push through the caves and onto the Cliff as to gain the high ground. A BLU Engineer on first point will have similar spots to a RED Engineer. A BLU Engineer can place a sentry on the beach, near the wooden platform, on the high ground outside of the spawn, or if they are feeling risky, potentially go to the end of the beach, near the large ammo pack and set up there (note: this spot will only work sufficiently if the RED Engineer hasn't placed his own gun on the high ground. Pyro should use their [[Compression blast|airblast]] to protect their friendly Engineer from the RED team's explosives. Pyros may also use the flanks routes to ambush the defense. Heavy should watch out for Snipers on the ledges and flanking Spies and Scouts. Use cover and have your team watch your back. Once the BLU Team takes over the cliff, it is usually quite easily to capture the first point. |
== Spawn Rollout ([[RED]]) == | == Spawn Rollout ([[RED]]) == | ||
− | RED team holds high ground near the ledge, with explosive classes benefitting from this the most. Engineers on RED should place their | + | RED team holds high ground near the ledge, with explosive classes benefitting from this the most. Engineers on RED should place their Sentry Guns near the ledges on either side of the tunnel. Spy and Scout on RED will probably benefit with the same flank routes, but better since RED will need to get important picks on power classes, as to delay the push. Sniper will also need to get important picks, to also delay the push, and can hang out where the sentry base will be (on the ledge, since it is a very good sentry spot), with a Dispenser on the ready. RED Pyro can use the same flank routes and strategies as BLU Pyro, but with probably less power classes. Heavy can hold the tunnel and the ledge to stop the incoming push, and be more safe from Snipers and Spies. Medic on RED should have an Ubercharge on the ready to counter the common push the BLU team makes from the caves. |
== Class specific strategy == | == Class specific strategy == | ||
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=== {{class link | Engineer}} === | === {{class link | Engineer}} === | ||
− | * Once BLU caps the fourth point, consider putting a | + | * Once BLU caps the fourth point, consider putting a Sentry Gun at the stairway right outside their spawn. BLU may walk into it expecting the stairs to be safe. |
=== {{class link | Medic}} === | === {{class link | Medic}} === |
Revision as of 17:00, 4 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: All we need to do is complete the Offense and Defense sections. Help needed! |
Community Pier strategy | |
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Basic Information | |
Developer(s): | Unknown |
Map Info | |
Environment: | Beach, Commercial, Park, Ports |
Setting: | Nighttime/Island Town |
Map Photos | |
This article is about Community Pier strategy.
Note: It is recommended to read the main Pier article first to become familiar with the names of key map locations used in this article.
General strategy
Offense
Checkpoint A
- The cart starts in front of the BLU's middle lower spawn. To reach the first checkpoint, cart will have to move through open ground, pass a cliff and a beach, go through a short tunnel, go by a parked mini van and climb up a small incline to reach checkpoint A.
- The cliff is a very important spot to take over, as an uncoordinated RED team will be unable to reclaim it to defend the point.
- Pushing in through the caves with an Ubercharged combo is a common and effective strategy.
- If the tunnel isn't guarded by a Sentry Gun, any class may push in from the stairs behind the cliff to prevent the RED team from effectively retreating from the combo push.
Checkpoint B
- As the cart crosses the bridge it will begin descending down a small decline, as it is climbing down, on its right side it will pass a two story building named the "Red carpet building" duo to the beautiful Red carpet on the second floor.
- BLU has a major advantage, due to them having immediate high ground. Use this to your advantage.
Checkpoint C
- Once the cart reaches the third checkpoint, it will exit the warehouse, make a turn to the left and once again, the cart will proceed to cruise parallel to the beach on its right side.
Checkpoint D
- After it has passed the docks, the cart will now enter the warehouse, a large building in which the third checkpoint lies. The warehouse is split in two parts by a large canal which runs through the middle of it. Once the cart reaches the edge of that canal it will have to stop, for the third checkpoint is on the other side of the warehouse, in order to cross to the other side, the cart will have to wait for an automated crane to transport an improvised bridge to fill the gap separating the two parts of the warehouse so that it can cross the canal and reach the third checkpoint.
Checkpoint E
- On its way to the final point, the cart will pass through a carnival, up a broken roller coaster, before crashing into the water at the end of the round.
- Pick classes can take advantage of the flank routes behind the small barn or across the beach.
- The building adjacent to the barn is typically a great holding point for both teams. If BLU takes this building over, they'll have a strong hold right next to RED's spawn that makes defending the last point very difficult.
Defense
Checkpoint A
- The cart starts far away from RED's first spawn and right outside BLU's first spawn. RED must cross over a cliff and through caves in order to defend the first part of the track.
- The defense should situate themselves on top of the cliff, as it is hard to push into without a Medic's Ubercharge.
- Classes like the Scout or Spy can use the beach as a flank route that leads directly to where the cart starts.
- Alternatively, the caves can be used as a flank route if the BLU team is not holding them.
Checkpoint B
Checkpoint C
Checkpoint D
Checkpoint E
Spawn Rollout (BLU)
BLU Team pushes out of spawn, ideally with power classes like Heavy, Soldier and Demoman. Spy and Scout can flank and go the beach route, though Scouts will have to watch out for the potential Sentry Gun on the ledge near the tunnel, or go the left route through the cave, so they can avoid the gun. A Sniper on BLU should wait for his team to push into the tunnel, then, if the push is going well, either go the right wooden platform near the beach, or go slightly out of spawn, as to get a better angle. A Medic and his buddy should push through the caves and onto the Cliff as to gain the high ground. A BLU Engineer on first point will have similar spots to a RED Engineer. A BLU Engineer can place a sentry on the beach, near the wooden platform, on the high ground outside of the spawn, or if they are feeling risky, potentially go to the end of the beach, near the large ammo pack and set up there (note: this spot will only work sufficiently if the RED Engineer hasn't placed his own gun on the high ground. Pyro should use their airblast to protect their friendly Engineer from the RED team's explosives. Pyros may also use the flanks routes to ambush the defense. Heavy should watch out for Snipers on the ledges and flanking Spies and Scouts. Use cover and have your team watch your back. Once the BLU Team takes over the cliff, it is usually quite easily to capture the first point.
Spawn Rollout (RED)
RED team holds high ground near the ledge, with explosive classes benefitting from this the most. Engineers on RED should place their Sentry Guns near the ledges on either side of the tunnel. Spy and Scout on RED will probably benefit with the same flank routes, but better since RED will need to get important picks on power classes, as to delay the push. Sniper will also need to get important picks, to also delay the push, and can hang out where the sentry base will be (on the ledge, since it is a very good sentry spot), with a Dispenser on the ready. RED Pyro can use the same flank routes and strategies as BLU Pyro, but with probably less power classes. Heavy can hold the tunnel and the ledge to stop the incoming push, and be more safe from Snipers and Spies. Medic on RED should have an Ubercharge on the ready to counter the common push the BLU team makes from the caves.
Class specific strategy
Scout
- Pier is good for Scouts since it has so many high up areas that other classes can't get to.
- As previously stated, Pier has many ways to get to the several high positions. Use the Atomizer and the Winger for easier accessibility.
Soldier
- Rocket jumping is good as the map's skybox is quite high in a lot of places.
Pyro
- The many flanking opportunities in Pier offer rewards for using the Backburner. Sneak using these flank routes to get behind the enemy for insane fire damage.
Demoman
- Like with Soldier, Sticky jumping is good as the map's skybox is quite high in a lot of places.
- The various elevated ares throughout the map are great places for a Demoman to spam their stickies from.
Heavy
- Pier has many open areas and a lot of elevated platforms, so always keep an eye out for enemy Spies. You are their #1 target because of your slow speed and high health pool.
Engineer
- Once BLU caps the fourth point, consider putting a Sentry Gun at the stairway right outside their spawn. BLU may walk into it expecting the stairs to be safe.
Medic
- The Kritzkrieg is a useful tool for the BLU team, as they will have a lot of high ground to take advantage of throughout the map.
- The Quick-Fix is also a good choice on this map, as the skybox allows you to jump with Soldiers and Demomen, and make it across the map quickly.
Sniper
- The many long, open areas on Pier make Sniper a hard foe to deal with. Make sure to stand at the back of these areas, and ask your team to situate far in front of you.
Spy
- The Dead Ringer is good choice on Pier, as there are a lot of places to hide when the enemy pursues, and allows you to cross the map quickly.
- The Big Earner is also useful, as it allows you to be just as fast as the Dead Ringer without having to feign.