Difference between revisions of "Community Cashworks strategy"
(Created page with "{{Map infobox | map-strategy = yes | game-type = Payload | file-name = pl_cashworks | map-image = Pl_cashw...") |
BrazilianNut (talk | contribs) m |
||
Line 1: | Line 1: | ||
+ | {{stub}} | ||
+ | |||
{{Map infobox | {{Map infobox | ||
| map-strategy = yes | | map-strategy = yes | ||
Line 20: | Line 22: | ||
'''Note''': It is recommended to read the main [[Cashworks]] article first to become familiar with the names of key map locations used in this article. | '''Note''': It is recommended to read the main [[Cashworks]] article first to become familiar with the names of key map locations used in this article. | ||
− | ==General | + | == General strategy == |
* All four capture points feature elevated areas or platforms that provide prime [[Sentry Gun]] placements for [[Engineer]]s. | * All four capture points feature elevated areas or platforms that provide prime [[Sentry Gun]] placements for [[Engineer]]s. | ||
− | * BLU Engineers can set up a [[Teleporter]] and/or Sentry Gun inside the large building next to Power Station, though they should still keep a close eye out for RED [[Spy|Spies]] who can sneak in through the open entrances. | + | * BLU Engineers can set up a [[Teleporters|Teleporter]] and/or Sentry Gun inside the large building next to Power Station, though they should still keep a close eye out for RED [[Spy|Spies]] who can sneak in through the open entrances. |
* The narrow, winding downhill path between Loading Dock and Serpentines puts RED at a significant disadvantage, especially if multiple BLU members are pushing the cart. Instead, wait for the cart to near the bottom of the hill and surprise BLU with an ambush. | * The narrow, winding downhill path between Loading Dock and Serpentines puts RED at a significant disadvantage, especially if multiple BLU members are pushing the cart. Instead, wait for the cart to near the bottom of the hill and surprise BLU with an ambush. | ||
** If RED does attempt to stop the cart as it moves downhill, send in [[Pyro]]s and [[Heavy|Heavies]] with [[Medic]]s to support them. | ** If RED does attempt to stop the cart as it moves downhill, send in [[Pyro]]s and [[Heavy|Heavies]] with [[Medic]]s to support them. | ||
Line 75: | Line 77: | ||
==== Defense ==== | ==== Defense ==== | ||
− | {{Map | + | {{Map Strategy Nav}} |
Revision as of 22:21, 15 July 2023
“You are so small! Is funny to me!” This article is a stub. As such, it is not complete. You can help Team Fortress Wiki by expanding it. |
Community Cashworks strategy | |
---|---|
Basic Information | |
Developer(s): | Unknown |
Map Info | |
Environment: | Alpine |
Setting: | Daylight, sunny |
Hazards: | Pitfall |
Map Photos | |
This article is about Community Cashworks strategy.
Note: It is recommended to read the main Cashworks article first to become familiar with the names of key map locations used in this article.
Contents
General strategy
- All four capture points feature elevated areas or platforms that provide prime Sentry Gun placements for Engineers.
- BLU Engineers can set up a Teleporter and/or Sentry Gun inside the large building next to Power Station, though they should still keep a close eye out for RED Spies who can sneak in through the open entrances.
- The narrow, winding downhill path between Loading Dock and Serpentines puts RED at a significant disadvantage, especially if multiple BLU members are pushing the cart. Instead, wait for the cart to near the bottom of the hill and surprise BLU with an ambush.
- The number of high platforms here are perfect for RED Pyros looking to ambush the cart. Make use of them to attack unsuspecting enemies below!
- BLU should have an ÜberCharge prepared by the time the cart is pushed past the Power Station, as RED will generally have multiple Sentry Guns set up around the Vault capture point to stop any pushes.