Difference between revisions of "Community Brickyard strategy"

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m (Auto: EnforceCapitalization(Rocket Jumper), EnforceCapitalization(Soldier), WordFilter(Intel(?:ligence)? briefcase → Intelligence briefcase) (Review RC#3401364))
m (Rewritten, seems like there is an incredibly big focus on Snipers in all these tips.)
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== Class-specific strategy ==
 
== Class-specific strategy ==
 
=== {{class link|Scout}} ===
 
=== {{class link|Scout}} ===
Scouts, like in any PASS maps, are usually the staple of any team wanting to win, their high mobility can be useful for them to be the designated scorers.
+
* Scouts, like in any PASS Time map, are usually the staple of any team wanting to win, his high mobility allows him to score much more effectively than other classes.
 
+
* Engineers who build their Sentry Guns near the center (where the JACK spawns) are usually the biggest threat to any Scout.
* Whatever you do, DO NOT stop running once you have the JACK; if you do, you're an easy target for any pursuing enemy Scouts who will stop at nothing to get the JACK (this also applies to the enemy).
+
** Using the [[Bonk! Atomic Punch]], you can distract the Sentry Gun while your team kills the Engineer and his Sentry Gun without much danger.
* Engineers who build their Sentry Guns near the center (where the JACK spawns) are usually the biggest threat to any Scout if they're gunning down your allies:
+
* The 3-point goal is easier to access than in different maps, making it an easier location for skilled Scouts to aim the JACK. By strafing after using a jump pad, you can fly across the enemy team's defenses without difficulty. Make sure your team defends these jump pads if the enemy team has the JACK.
# Use BONK! if you know a friendly Sniper is close by. By doing this, the Sentry will pick on you, allowing the Sniper to pick off the Engineer and then the Sentry Gun, allowing the central area to be less risky if you have the JACK.
 
# if you can convince a Medic to Über you to reach the JACK, try and use the Sentry Gun's rockets to blast yourself towards the enemy goal. Timing is important; pop the Über too late and the Scout would be killed quicker than you can press MOUSE2.
 
* Scouts can be useful for intercepting the enemy if they have the JACK.
 
* The 3-point goal is easier to access than in different maps, making it an easier location for well-practiced Scouts to aim the JACK. Skilled Scouts can also utilize these jump pads and manipulate their direction by air-strafing, allowing them to fly across your team's defenses without difficulty. Make sure there are other teammates defending the jump pads towards this goal as it can be a major game-changer.
 
  
 
=== {{class link|Soldier}} ===
 
=== {{class link|Soldier}} ===
Soldier have ability to rocket jump which makes him good for roll out (except for the Rocket Jumper with the drawback of "Wearer cannot carry the Intelligence briefcase or PASS Time JACK").The Soldier is also a strong class in dealing damage, a well use of rocketlauncher can prevent enemy team from scoring.
+
* The Soldier's high mobility makes him a good candidate for securing a good position before the JACK drops, but due to his mobility relying on his primary, he is not good for scoring goals.
*Use [[Liberty Launcher]] and [[Gunboats]] combo for fast roll out, but don't pick up the Jack as Soldier unless it is necessary since your walk speed is slow.
+
** Beware that the [[Rocket Jumper]] prevents you from picking up the JACK.
*Use [[diciplinary action]] to boost your team's Jack holder.
+
** The [[Liberty Launcher]] and [[Gunboats]] combo well for a mobility playstyle, sacrificing some of your damage for extra rocket.
*Soldier's walking speed makes him hard for scoring, pass your Jack to Scout if it is possible.
+
* The [[Disciplinary Action]] can be used to speed up the player holding the JACK.
  
 
=== {{class link|Pyro}} ===
 
=== {{class link|Pyro}} ===
Pyro having ability to airblast opponent which was useful for prevent enemy from scoring and also reflecting Soldier or demo who protect teammate that carrying Jack
+
* Airblast can be useful for knocking enemies away when they're about to score, as well as knocking away players from the JACK carrier.
*Use [[Detonator]] for fast roll out
+
* The [[Detonator]] or [[Scorch Shot]] can be used for extra mobility when chasing or defending the JACK carrier.
*Use [[Scorch Shot]] for prevent enemy from scoring Jack
+
* Pyro's average movement speed makes them a good candidate for scoring goals, though try to pass the JACK to a Scout if possible.
*Pyro walking speed make him useful for scoring but still pass your Jack to Scout if it is possible
 
  
 
=== {{class link|Demoman}} ===
 
=== {{class link|Demoman}} ===
  
 
=== {{class link|Heavy}} ===
 
=== {{class link|Heavy}} ===
The Heavy can be a bit of a bizarre sighting if he's running with the JACK, but remember; his large health pool allows him to tank through bullets and rockets, thus making any defense less deadly for your team. Do remember that Snipers will often target you if you've got the JACK.
+
* Heavy's slow movement speed makes him a bad candidate for scoring, but his high health pool can allow him to survive much more damage than other classes. You can use your high health pool to move the JACK closer to the enemy's goal before passing it to a class better suited for scoring.
 
+
* As a Heavy, you are good at defending your team's goal and preventing any enemies scoring a point. The [[Natascha]] can be used to slow down enemy Scouts, allowing your teammates to more easily pick off targets.
* As a Heavy, you are more likely to hang around your team's goal to prevent any enemies scoring a point. Try using the [[Natascha]] to slow down enemy Scouts, allowing friendly Snipers to pick them off the if they are weakened enough.
+
* Remember that you can push through quickly with the small boost the JACK grants upon picking it up; if you're already close to the enemy goals, use the jump pads to boost you closer to the goals.
* In the unlikely moment you are carrying the JACK as a Heavy, remember that you can push through quickly with the small boost the JACK grants upon picking it up; if you're already close to the enemy goals, ''use the jump pads'' to boost you closer to the goals. However,
+
** If any Soldier on your team is equipped with the [[Concheror]] and its buff is active or has the [[Disciplinary Action]] equipped, stay close for the mobility boost both items grant. If you do not want to score the goal yourself and there are much more agile classes nearby (Scouts and Medics are the best candidates), throw the JACK at them.
# If any Soldier on your team is equipped with the [[Concheror]] and its rage buff is active or has the [[Disciplinary Action]] active, whatever you do, ''stay close''; the mobility boost both items grant acts as a godsend if the boost from the JACK has expired in the heat of the fray. If you do not want to score the goal yourself and there are much more agile classes nearby (Scouts and Medics are the best candidates), throw the JACK at them.
 
# Don't hang around too long in one spot, as Spies will pick you off easily if you let you're guard down. Run backwards regularly when not approaching a blind corner and Spy Check anyone suspicious.
 
  
 
=== {{class link|Engineer}} ===
 
=== {{class link|Engineer}} ===
The Engineer can be a godsend to players if they are losing quickly. Try your best to support any friendly Engineers that are building their nests by the center, taking out any Snipers on the roof tops or in the rooms that give said Snipers a nest for them to attack.  
+
* Engineers can be great if a team is losing quickly. Try your best to support any friendly Engineers that are building their nests by the center or the goal.
 
+
* The central area is a good place to set up a base with a [[Teleporters|Teleporter]] exit, allowing friendly team members to reach the JACK before the enemies do. This also allows your [[Sentry Gun]] to demolish any enemies if they are making a beeline for the JACK.
* The central area is a good place to setup a base with a [[Teleporters|Teleporter exit]], allowing friendly team members to reach the JACK before the enemies do. This also allows your [[Sentry Gun]] to demolish any enemies if they are making a beeline for the JACK.
+
* Enemy Spies will target you and other friendly Engineers quickly if they see you and their Sentry Gun taking down their allies. Constantly Spycheck any suspicious teammates to prevent losing your nest or being backstabbed.
* Enemy Spies will target you and other friendly Engineers quickly if they see you and their Sentry Gun taking down their allies. Constantly Spy check any suspicious "team mates" to prevent losing your Sentry Gun and Dispenser or being backstabbed.
+
* Snipers will take advantage of the upper rooms that overlook where the JACK spawns to target you or any other Engineers while being safely outside of Sentry Gun range. Try and harass the Sniper using the [[Wrangler]] or [[Pistol]].
* It is not just Spies that are after you; Snipers will take advantage of the upper rooms that overlook where the JACK spawns to potshot you or any other Engineers (said rooms are out of a Sentry Gun's range). Try and harass the Sniper (either [[Wrangler|wrangling]] the Sentry Gun to fire at the Sniper or inform your teammates that a Sniper is nearby).
+
* Teleporters can be useful when placed near the JACK spawn, try to hide it out of sight to prevent Snipers and Spies from spotting them and destroying them.
* Building a teleporter from spawn to the JACK spawn is a surefire way of assisting your team (especially Scouts); however, DO NOT build it where Spies and Snipers can easily destroy it (try and build it somewhere secluded such as behind the large crates in the center of the map).
 
 
* There are several effective locations on the map to place Sentry Guns:
 
* There are several effective locations on the map to place Sentry Guns:
# Defending: Placing a Sentry Gun behind the metal Fencing midway between any team's sector. Mini-Sentry Guns can easily protect this location as Scouts carrying the JACK can be eliminated without much difficulty. This location can also protect your Sentry Gun from offending Snipers attempting to destroy your defense line.
+
** Placing a Sentry Gun behind the metal fencing midway between any team's sector. Mini-Sentries can easily protect this location from Scouts carrying the JACK. This location can also protect your Sentry Gun from offending Snipers attempting to destroy your defense line.
# Attacking: Placing a Sentry Gun and a Teleporter in the room where a large vertical jump pad leads to the roof. This is a common location for an attacking Engineer to bring his teammates closer towards the objective. However, make sure that there are other defending classes or Engineers to protect the goals before attempting this strategy. The best locations for the Sentry Gun and the teleporter are where the medium medkit is located and atop the two stacked crates in respective order.
+
** Placing a Sentry Gun and a Teleporter in the room with a large vertical jump pad that leads to the roof. This is a common location for an attacking Engineer to bring his teammates closer towards the objective. However, make sure that there are other defending classes or Engineers to protect the goals before attempting this strategy. The best locations for the Sentry Gun and the Teleporter are where the medium medkit is located and atop the two stacked crates in respective order.
* When equipping the [[Gunslinger]] to construct Mini-Sentry Guns, combine it with a {{botignore|shotgun}}/bullet-based weapons just in case attacking enemies may be able to breach your defense line. This will allow you to finish off enemies that have taken substantial damage from your Sentry Gun.
 
  
 
=== {{class link|Medic}} ===
 
=== {{class link|Medic}} ===
  
 
=== {{class link|Sniper}} ===
 
=== {{class link|Sniper}} ===
* Owing to the large amount of roofs and hidden areas, Snipers can be an ideal support for their teams.
+
* With the large amount of roofs and hidden areas, Snipers can be a great supporting class for the JACK carrier.
* Learn to use the jump pads to get to the perch under the secret goals on the water towers, from which you may command the roof tops across the entire map.
+
* Using the jump pads, you can perch under the secret goals on the water towers. From this position you can control many of the map's rooftops.
  
 
=== {{class link|Spy}} ===
 
=== {{class link|Spy}} ===
  
 
{{Map strategy}}
 
{{Map strategy}}

Revision as of 10:39, 23 November 2023

Community Brickyard strategy
Pass brickyard.png
Basic Information
Developer(s): Unknown
Map Info
Environment: Urban city
Setting: Daylight (sunset), Sunny

This article is about Community Brickyard strategy.

Note: It is recommended to read the main Brickyard article first to become familiar with the names of key map locations used in this article.

General strategy

Class-specific strategy

Leaderboard class scout.png Scout

  • Scouts, like in any PASS Time map, are usually the staple of any team wanting to win, his high mobility allows him to score much more effectively than other classes.
  • Engineers who build their Sentry Guns near the center (where the JACK spawns) are usually the biggest threat to any Scout.
    • Using the Bonk! Atomic Punch, you can distract the Sentry Gun while your team kills the Engineer and his Sentry Gun without much danger.
  • The 3-point goal is easier to access than in different maps, making it an easier location for skilled Scouts to aim the JACK. By strafing after using a jump pad, you can fly across the enemy team's defenses without difficulty. Make sure your team defends these jump pads if the enemy team has the JACK.

Leaderboard class soldier.png Soldier

  • The Soldier's high mobility makes him a good candidate for securing a good position before the JACK drops, but due to his mobility relying on his primary, he is not good for scoring goals.
    • Beware that the Rocket Jumper prevents you from picking up the JACK.
    • The Liberty Launcher and Gunboats combo well for a mobility playstyle, sacrificing some of your damage for extra rocket.
  • The Disciplinary Action can be used to speed up the player holding the JACK.

Leaderboard class pyro.png Pyro

  • Airblast can be useful for knocking enemies away when they're about to score, as well as knocking away players from the JACK carrier.
  • The Detonator or Scorch Shot can be used for extra mobility when chasing or defending the JACK carrier.
  • Pyro's average movement speed makes them a good candidate for scoring goals, though try to pass the JACK to a Scout if possible.

Leaderboard class demoman.png Demoman

Leaderboard class heavy.png Heavy

  • Heavy's slow movement speed makes him a bad candidate for scoring, but his high health pool can allow him to survive much more damage than other classes. You can use your high health pool to move the JACK closer to the enemy's goal before passing it to a class better suited for scoring.
  • As a Heavy, you are good at defending your team's goal and preventing any enemies scoring a point. The Natascha can be used to slow down enemy Scouts, allowing your teammates to more easily pick off targets.
  • Remember that you can push through quickly with the small boost the JACK grants upon picking it up; if you're already close to the enemy goals, use the jump pads to boost you closer to the goals.
    • If any Soldier on your team is equipped with the Concheror and its buff is active or has the Disciplinary Action equipped, stay close for the mobility boost both items grant. If you do not want to score the goal yourself and there are much more agile classes nearby (Scouts and Medics are the best candidates), throw the JACK at them.

Leaderboard class engineer.png Engineer

  • Engineers can be great if a team is losing quickly. Try your best to support any friendly Engineers that are building their nests by the center or the goal.
  • The central area is a good place to set up a base with a Teleporter exit, allowing friendly team members to reach the JACK before the enemies do. This also allows your Sentry Gun to demolish any enemies if they are making a beeline for the JACK.
  • Enemy Spies will target you and other friendly Engineers quickly if they see you and their Sentry Gun taking down their allies. Constantly Spycheck any suspicious teammates to prevent losing your nest or being backstabbed.
  • Snipers will take advantage of the upper rooms that overlook where the JACK spawns to target you or any other Engineers while being safely outside of Sentry Gun range. Try and harass the Sniper using the Wrangler or Pistol.
  • Teleporters can be useful when placed near the JACK spawn, try to hide it out of sight to prevent Snipers and Spies from spotting them and destroying them.
  • There are several effective locations on the map to place Sentry Guns:
    • Placing a Sentry Gun behind the metal fencing midway between any team's sector. Mini-Sentries can easily protect this location from Scouts carrying the JACK. This location can also protect your Sentry Gun from offending Snipers attempting to destroy your defense line.
    • Placing a Sentry Gun and a Teleporter in the room with a large vertical jump pad that leads to the roof. This is a common location for an attacking Engineer to bring his teammates closer towards the objective. However, make sure that there are other defending classes or Engineers to protect the goals before attempting this strategy. The best locations for the Sentry Gun and the Teleporter are where the medium medkit is located and atop the two stacked crates in respective order.

Leaderboard class medic.png Medic

Leaderboard class sniper.png Sniper

  • With the large amount of roofs and hidden areas, Snipers can be a great supporting class for the JACK carrier.
  • Using the jump pads, you can perch under the secret goals on the water towers. From this position you can control many of the map's rooftops.

Leaderboard class spy.png Spy