Difference between revisions of "Community Mercenary Park strategy"
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==General strategy== | ==General strategy== | ||
===Offense=== | ===Offense=== | ||
− | |||
'''Point A''' | '''Point A''' | ||
− | * | + | *The BLU team should strive to quickly take over the '''Playground''', the large open area in front of their spawn, before proceeding to the '''Mann.Co Building'''. |
− | * Mann.Co | + | *The Mann.Co Building serves as an important springboard for launching an attack on point A, as it offers important [[High ground advantage|height advantage]] in the form of the '''Catwalks''' that overview the point. |
− | * | + | **To secure it, BLU should use either the outside-stairwell on its left, or blast-jump through the open windows on right. Due to the probable presence of [[Sentry Gun]]s, an [[ÜberCharge]] may be required. |
− | * | + | *With the Mann.Co building taken, BLU team can use the Catwalks to rain down fire onto the defenders below. |
'''Point B''' | '''Point B''' | ||
− | * | + | *Capturing the second point can be easily achieved by bombarding RED's defenses on the '''Loading Bay''' from the '''Server Room''', which is conveniently located right above the point. |
− | + | **The Server Room is also excellent for jumping right into RED's defenses with an ÜberCharge. | |
− | * | + | *Alternatively, some BLU attackers can take the '''Staircase''' in order to flank behind the RED team. This route is particularly useful for cutting of RED's only means of escape when point B falls. |
− | |||
'''Point C''' | '''Point C''' | ||
− | * | + | *The quickest way to reach the final control point is by going through the '''Elevator Shaft'''. However this is ill-advised, as due to it being a [[Chokepoint]], it can easily be cluster-bombed with explosives. This route should only be utilized either when RED team hasn't had enough time to setup a proper defense, or when they are too distracted with BLU attackers coming in from the flanks. |
− | + | *Accessible through a flight of stairs immediately after exiting the BLU spawn are the '''YTI Room''' and '''Ventilation Shaft''', which offer BLU an ability to flank behind RED defenders perched behind and to the sides of Point B. | |
− | + | **Near the Ventilation Shaft is a '''Broken Window''', through which explosive classes can lob [[Projectiles]] in order to dismantle RED's Sentry Gun emplacements. | |
− | * | ||
− | * | ||
===Defense=== | ===Defense=== | ||
− | |||
'''Point A''' | '''Point A''' | ||
− | * | + | *RED team should abandon the Playground, as it is a very hard-to-defend position stemming from its close proximity to the BLU spawn and a general lack of [[Health]] or [[Ammo]] pickups. |
− | + | *Mann.Co Building is usually the cornerstone for a good RED defense, as it offers good high ground advantage and cover. Make sure the second floor is properly fortified to resist BLU's attempts at capturing it. | |
− | + | *If the event of the Mann.Co Building being lost; it is still possible to hold onto the point by contesting the Catwalks and making BLU fight for every inch of them. | |
− | * | ||
'''Point B''' | '''Point B''' | ||
− | * | + | *Ideally, RED team would be able to secure the upper floor of the Lab, including the Server room, and thus prevent BLU from once again securing a high ground advantage. |
− | * | + | **This is, however, difficult in practice. Instead, RED team should focus on preventing BLU flankers from breaking out of the Stairwell room and locking down the one-way gate that leads out of the Server Room. |
+ | *If BLU successfully breaks out of the Server Room in force, RED should retreat from the Loading Bay, as they risk being cutoff and destroyed; making them unable to organize the last defense. | ||
'''Point C''' | '''Point C''' | ||
− | * | + | *A single [[Demoman]] or a [[Soldier]], coupled with a well positioned Sentry Gun, can easily make it impossible for BLU to attack through the Elevator Shaft unless they use an ÜberCharge. |
− | + | ** Even in that case, the attackers will still be stuck on low ground, making it very easy to break line-of-sight and wait out the Über. | |
− | + | *The YTI Room (aswell as the Ventilation Shaft that branches from it) enable BLU to outflank and out-range RED's Sentry Gun. As such, significant effort should be put into preventing this room from falling into BLU's hands. A combined effort from [[Engineer]]s to place down [[Dispensers]]; explosive-wielding classes to lob Projectiles over the thin glass pane that separates the YTI room into two as well as [[Pyro]]s which can Airblast Übered attackers back to where they came from are all necessary for a successful RED defense. | |
==Class-specific strategy== | ==Class-specific strategy== | ||
===[[Scout]]=== | ===[[Scout]]=== | ||
− | + | '''Offense''' | |
− | + | *Take advantage of the '''Playground's''' open and spacious nature, where you can comfortably exercise the plethora of your movement options. | |
− | ** | + | *Avoid climbing up to '''Mann.Co Building's''' second floor, as it is often covered by RED Sentry Guns. |
− | * | + | ** Instead sneak through its lower floor and try to reach the '''Lab''', where you can harass RED players traveling to the frontlines; or destroy the [[Teleporter]]s found at the RED spawn. |
− | * | + | ** Alternatively, you can use the [[Soda Popper]]'s quintuple jump to access the open windows on its right side, thus surprising RED defenders from a direction they weren't expecting. |
− | * | + | * RED players defending point B often congregate around the '''Loading Dock''', leaving them vulnerable to the [[Mad Milk]]'s area of effect. |
− | ** | + | ** The '''Server Room''' offers good high ground advantage necessary to facilitate this act. |
− | ** | + | * Use the [[Bonk! Atomic Punch]] to flank behind the Loading Bay, where RED Sentries are often located, in order to reach RED's backline. |
+ | **From there you can cleanup up enemies falling back, or rush to the final point in order to harass RED Engineers trying to setup a defense. | ||
+ | * The area around the final control point is very spacious and full of various obstacles and props to jump off; however it is also filled to the brim with RED Sentry Guns, against which you cannot do much as a Scout. | ||
+ | ** You can aid your team in destroying the Sentries by using the Bonk! Atomic Punch in order to distract them. | ||
+ | ** Use the [[Pistol]] to take out RED's sentries from a safe distance, such as from the '''YTI Room''' or by peeking through the '''Broken Windown'''. | ||
+ | ** While waiting for your team to take out the Sentries, use the Ventilation Shaft in order to ambush REDs defending the point from behind. | ||
+ | '''Defense''' | ||
+ | * Much like your BLU counterpart, take advantage of the Playground to exercise your impressive Mobility, just watch out for BLU [[Sniper]]s aiming at you from their spawn. | ||
+ | * The tight nature of Mann.Co Buildings upper floor makes it a perfect environment for the Mad Milk to shine. | ||
+ | * Use the '''Transport Cages''' to exercise your maneuverability and turn yourself into a difficult-to-hit target. | ||
+ | * [[Force-A-Nature]]'s increased [[Knockback|knockback]] is useful for pushing the attacking BLU members into the '''Crocodile Pit''' | ||
+ | * You can access the Lab's upper floor by performing a Force-A-Nature jump through a dropdown near the '''Stairwell'''. | ||
+ | ** But don't stay too long on the upper floor, as its tight hallways limit your movement options and make you easy pickings for explosive classes. | ||
+ | * A RED's Scout primary role in defending the final control point is to use the Pit's spacious nature to attack any BLU members which make it past the Elevator Shaft or the YTI room. | ||
+ | ** Both of the aforementioned rooms act as chokepoints that heavily favours the usage of Mad Milk's area of effect nature; in order to [[Soaked|soak]] attackers trying to traverse them. | ||
+ | * If the BLU successfully penetrates into the YTI Room, use the Ventilation Shaft to ambush them from behind. For this, you will need the Soda Popper's quintuple jump ability to climb up the Shaft's vertical dropdown. | ||
===[[Soldier]]=== | ===[[Soldier]]=== | ||
− | + | '''Offense''' | |
− | + | * Use your [[Jumping#Soldier jumps|rocket jump ability]] to quickly access the '''Mann.Co Building's''' second floor through the right-side window. | |
− | * | + | ** Keep in mind that there is often a RED Sentry nest present there, which you can corner-peek with your [[Rocket Launcher]]. |
− | * | + | * Use the '''Catwalks''' as well as the '''Transport Cages''' to rain down explosives onto RED holdouts around point A. |
− | * ''' | + | * The enclosed nature of the '''Lab's''' upper floor makes it a perfect environment for you to thrive in. |
− | * | + | ** Once the upper floor is secured, make your way to the '''Server Room''', from which you can bombard Sentry Nests located on top of the '''Loading Bay'''. |
− | * | + | ** Another angle to attack the Loading Bay from is to flank around it via the '''Staircase''', but this brings you to a relatively open area where other classes, such as the Scout, can take you down. |
− | * | + | * Use the [[Direct Hit]] to quickly take out RED's Sentries located around the final control point by attacking them outside their range. |
+ | **This can be accomplished by either attacking them from the '''Broken Window''' or the '''YTI Room'''. | ||
+ | * Use the YTI's room ever so slight height advantage to your advantage, such as by pressuring RED defenders located on the elevated platform behind the control point C. | ||
+ | * A [[Battalion's Backup]] charge is often required to facilitate a successful push through the '''Elevator Shaft''' chokepoint. | ||
+ | '''Defense''' | ||
+ | * The wide and open nature of the '''Playground''' is well suited for a rocket-jump orientated playstyle. Use the [[Market Gardener]] to land some easy kills. | ||
+ | * BLU members will usually use the stairs on the right side of the Mann.Co Building in order to reach its second floor. The knockback from you Rocket Launcher can help knock them back to the ground. | ||
+ | * The upper floor of the Lab is well-suited to your combat expertise, fight rigorously for its control. | ||
+ | ** You can rocket jump through a dropdown near the Staircase, thus appearing unexpectedly behind BLU members travelling to the Server Room. | ||
+ | * After point B's fall and during your retreat towards the final control point, rocket jump up to the area above the Elevator Shaft and quickly secure the YTI room for your team. | ||
+ | * A [[Kritzkrieg]] attack on a BLU team attempting to push through the Elevator Shaft can be devastating, as they will all be clustered up together. Make sure to notify your Medic, if you have one, when you see such an arise opportunity. | ||
===[[Pyro]]=== | ===[[Pyro]]=== | ||
− | + | '''Offense''' | |
− | * | + | * RED Spies often hide behind the left most spawn exit or near the '''Giftshop''', so make sure to [[Spy checking|Spy check]] those areas. |
− | * | + | * The [[Detonator]] gives you the ability to quickly change floors in the '''Mann.Co Building''', allowing you to surprise enemies from below. |
− | + | * If the common Sentry nests on the '''Loading Bay''' get destroyed, you can quickly drop down from the '''Server Room''' and use the [[Phlogistinator]] to wreck total havoc on RED defenders. | |
− | + | * You can shoot through the '''Broken Window''' with your Flare Guns in order to [[Fire|ignite]] RED team members defending the final control point, without exposing yourself to fire from their Sentry Guns. | |
− | * | + | * The [[Dragon's Fury]]'s extended range and higher damage against [[Buildings|buildings]] makes it an excellent choice for defeating the Sentry nests in and around the '''Pit'''. |
− | * | + | '''Defense''' |
− | + | * Hiding in the '''Shipping Containers'''; waiting for BLU to start capturing the first point and then ambushing them with the [[Backburner]] can yield great results. | |
+ | * Use your [[Compression blast|compression blast]] to push enemies into the '''Crocodile Pit'''. | ||
+ | * Your [[Flame Thrower]]'s Compression blast is vital for preventing Übered players jumping out of the Server Room and wrecking havoc on your teammates. | ||
+ | * Utilize the tight corridors of the '''Ventilation Shaft''', which is often used by BLU as a means of flanking, to your advantage. | ||
===[[Demoman]]=== | ===[[Demoman]]=== | ||
− | *''' | + | '''Offense''' |
− | * | + | * An elevated opening in the '''Mann.Co Building's''' right side can be used to [[Jumping#Demoman jumps|sticky jump]] your way behind your enemies' lines. |
− | ** The | + | * You can [[Charging|charge]] into a rock near the left spawn exit in order to fling your self towards the Mann.Co Building. |
− | * | + | * Common Sentry nest positions around point A are: Behind the '''Shipping Crates''', on either of the '''Catwalks''' or on the other side of the '''Docks'''. |
− | + | * Use the '''Server Room''' to bombard RED's members trying to defend point B. | |
− | * | + | ** The Server Room is also good for attacking the Sentry Nest commonly found on the '''Loading Bay''', although this can also be done by descending down the '''Staircase''' and sneaking behind the Loading Bay. |
− | * | + | ** If your team does not have control of the upper floor, then neither of these two options are available; meaning that you are going to need to approach the '''Loading Bay''' directly, preferably with a Medic. |
− | * | + | * An ÜberCharge is often required in order to push through the '''Elevator Shaft''' and destroy the common nesting spots around the '''Pit'''. |
+ | * The [[Loch-n-Load]]'s increased projectile speed allows you to take potshots at RED Sentries from the '''Broken Window'''. | ||
+ | '''Defense''' | ||
+ | * BLU members are likely to attempt a take over of the Mann.Co Building via the outdoor stairwell on the right, use your Sticky traps to discourage that approach. | ||
+ | * Preventing BLU from accessing the high ground offered by the Catwalks is vital. Use your [[Stickybomb Launcher]] to lay traps on the two doorways that lead to the Catwalks. | ||
+ | * Attackers will often use the Server Room to try and threaten point B from above. Prevent this by Sticky trapping the Server Room's one-way gate. | ||
+ | * The [[Loose Cannon]]'s increased knockback is useful for knocking back BLU attackers trying to push through the Elevator Shaft, even when ÜberCharged. | ||
+ | * Use the arc of your projectiles to bombard BLU players from the other side of the YTI room, keeping yourself safe behind a glass pane. | ||
=== {{class link|Heavy}} === | === {{class link|Heavy}} === | ||
− | * | + | '''Offense''' |
+ | * Be careful while traversing the '''Playground''', as its vast sightlines leave you vulnerable to Snipers. | ||
+ | * Use the '''Shipping Container''' to sneak past the open ground of Point A and reach the '''Lab''' safely. | ||
+ | ** Alternatively, you can stay on top of the Containers by jumping from the '''Catwalks''', allowing you to fire down on the enemies around point A. Although this does leave you greatly exposed to Snipers. | ||
+ | * The first floor of the Lab is dominated by long Sniper sightlines, making safely approaching the second point difficult. | ||
+ | ** Therefore, it is advisable to secure the upper floor, as its narrow and tight spaces allow you to exercise greater freedom; all while bringing your opponents closer to your minigun, ensuring maximum damage output. | ||
+ | '''Defense''' | ||
+ | * Your presence in the Mann.Co Building serves as an important defensive anchor for your team to rally around and resist the BLU onslaught. | ||
+ | ** There is a sloped ramp inside the Mann.Co Building, standing on which allows you to control both the upper and the lower floors simultaneously, all while giving you means of easy escape. | ||
+ | * You can camp below the '''Staircase''' in order to ambush BLU players descending from the Lab's second floor. | ||
=== {{class link|Engineer}} === | === {{class link|Engineer}} === | ||
− | * | + | '''Offense''' |
− | * | + | * The [[Gunslinger]]'s less expensive mini-sentry is an excellent tool for playing in and around the first point, where there is little [[Ammo|ammopacks]] to be found. |
− | * | + | ** Make sure to support your teammates fighting on the '''Catwalks''' by placing a [[Dispenser]] in the '''Mann.Co Building's''' upper floor, where it is easily accessible to them. |
− | * | + | * When attacking point B, having a [[Teleporters|teleporter exit]] in the '''Server Room''' is vital for ensuring your team has a high ground advantage. |
− | * | + | * If your team provides enough of a distraction, you can sneak through the '''Ventilation Shaft''' and place an offensive Sentry Gun right below the '''Platform''', where it cannot be targeted by RED members exiting their spawn, but it can target anyone who drops down to defend the point. |
− | * A | + | '''Defense''' |
− | + | * You can place a stealthy teleporter exit in an alcove below the BLU's first spawn, which you can then access with the [[Eureka Effect]]. | |
− | + | ** Keep in mind that the '''Playground''' is closed of from the rest of the map after point A is captured. | |
− | + | * Common [[Sentry Gun]] positions on Point A include: On the Catwalks, on or behind the '''Shipping Containers''', in the Mann.Co Building (left side) or in the '''Docks'''. | |
+ | ** Good Dispenser positions are usually found in the Mann.Co Building, or pulled back to the platform between the Catwalks. | ||
+ | ** A serious Teleporter exit should not go in places where it can be easily be destroyed, like the Mann.Co. A position where it can give spawning teammates immediate access to the Catwalks, such as the upper level of the '''Lab''', is much better. | ||
+ | * Point B's most common nesting place is on top of the '''Loading Bay''', where it's out of the long sightlines and only vulnerable to an attack from the Server Room. | ||
+ | * For the final point, a good Sentry spot is anywhere where it can not be targeted or destroyed from the '''Elevator Shaft''', forcing BLU to expose themselves in order to attack it. | ||
+ | ** These spots are: in a small alcove below the orange staircase, on top of the crates or in the '''YTI Room'''. | ||
+ | ** A Dispenser should ideally go inside the YTI Room, where it can support the teammates fighting for control of that vital flank route. | ||
+ | <gallery> | ||
+ | File:Mercenary.Park.Engineer.png|Mercenary Park building spots. Note the buildings with the white backgrounds and orange circles, representing that the building's position is higher then what is shown on the map. | ||
+ | </gallery> | ||
=== {{class link|Sniper}} === | === {{class link|Sniper}} === | ||
[[File:Cp mercenaryparkglasshole.png|thumb|right|The hole in the glass.]] | [[File:Cp mercenaryparkglasshole.png|thumb|right|The hole in the glass.]] | ||
− | * While attacking the final point, | + | '''Offense''' |
+ | * The '''Mann.Co Building's''' and '''Lab's''' tight, claustrophobic corridors make them quite suitable for the [[Huntsman]]'s more aggressive nature. | ||
+ | * While attacking the final point, take advantage of the '''Broken Window''' above the '''Elevator Shaft''', from which you can catch out RED members trying to exit their spawn | ||
** Be extra careful, as this spot can also be predictable to experienced players. | ** Be extra careful, as this spot can also be predictable to experienced players. | ||
+ | '''Defense''' | ||
+ | * The [[Jarate]]'s large area-of-effect makes it perfect for bombarding attackers trying to push through the Elevator Shaft chokepoint. | ||
=== {{class link|Medic}} === | === {{class link|Medic}} === | ||
− | * The right side of the | + | '''Offense''' |
− | ** | + | * Be very careful while pushing out of your spawn and into the '''Playground''', as you are very visible to RED Snipers peeking out of the '''Mann.Co Building'''. |
+ | ** Additionally, classes such as the Scout and the Spy will often near behind the '''Giftshop''', waiting for you to pass by before ambushing you from behind. | ||
+ | * Securing the Mann.Co usually involves [[ÜberCharge|ÜberCharging]] a Soldier or a Demoman and taking them through the left stairwell. | ||
+ | ** After the Mann.Co is secure, additional Übers may be needed in order to take out the Sentry nests on the '''Catwalks'''. | ||
+ | * Übering a Pyro or a Heavy and then letting them drop down from the '''Server Room''' and onto the '''Loading Bay''' can be devastating for RED. | ||
+ | * The right side of the '''Elevator Shaft''' (opposite the medical procedure room) is a sheltered place close to the action for BLU Medic to do a lot of supportive healing and quick building of ÜberCharge. | ||
+ | ** Keep a look out for any RED attacks which can suddenly catch you out in this position. | ||
** The deck with the window to the medical procedure room is a possible secondary BLU Medic position on final. | ** The deck with the window to the medical procedure room is a possible secondary BLU Medic position on final. | ||
** The Health Kit on the RED side should be reserved for the Medic; he is going to need it. | ** The Health Kit on the RED side should be reserved for the Medic; he is going to need it. | ||
+ | '''Defense''' | ||
+ | * Stay clear of the Playground and hunker down in the Mann.Co Building, where you can heal safely in the presence of your team and allied Sentry Guns. | ||
=== {{class link|Spy}} === | === {{class link|Spy}} === |
Revision as of 00:41, 1 November 2024
Mercenary Park | |
---|---|
Basic Information | |
Map type: | Control Point |
File name: | cp_mercenarypark
|
Released: | October 20, 2017 Patch (Jungle Inferno Update) |
Developer(s): | Valve |
Map Info | |
Environment: | Jungle |
Setting: | Daylight, overcast |
Hazards: | Crocodiles, Pitfalls |
Deep Water: | Yes |
Bot support: | Yes |
Map Items | |
Health Kits: | ×2 • ×14 |
Ammo Boxes: | ×1 • ×11 • ×5 |
Map Photos | |
Map Overview | |
This article is about Community Mercenary Park strategy.
Note: It is recommended to read the main Mercenary Park article first to become familiar with the names of key map locations used in this article.
General strategy
Offense
Point A
- The BLU team should strive to quickly take over the Playground, the large open area in front of their spawn, before proceeding to the Mann.Co Building.
- The Mann.Co Building serves as an important springboard for launching an attack on point A, as it offers important height advantage in the form of the Catwalks that overview the point.
- To secure it, BLU should use either the outside-stairwell on its left, or blast-jump through the open windows on right. Due to the probable presence of Sentry Guns, an ÜberCharge may be required.
- With the Mann.Co building taken, BLU team can use the Catwalks to rain down fire onto the defenders below.
Point B
- Capturing the second point can be easily achieved by bombarding RED's defenses on the Loading Bay from the Server Room, which is conveniently located right above the point.
- The Server Room is also excellent for jumping right into RED's defenses with an ÜberCharge.
- Alternatively, some BLU attackers can take the Staircase in order to flank behind the RED team. This route is particularly useful for cutting of RED's only means of escape when point B falls.
Point C
- The quickest way to reach the final control point is by going through the Elevator Shaft. However this is ill-advised, as due to it being a Chokepoint, it can easily be cluster-bombed with explosives. This route should only be utilized either when RED team hasn't had enough time to setup a proper defense, or when they are too distracted with BLU attackers coming in from the flanks.
- Accessible through a flight of stairs immediately after exiting the BLU spawn are the YTI Room and Ventilation Shaft, which offer BLU an ability to flank behind RED defenders perched behind and to the sides of Point B.
- Near the Ventilation Shaft is a Broken Window, through which explosive classes can lob Projectiles in order to dismantle RED's Sentry Gun emplacements.
Defense
Point A
- RED team should abandon the Playground, as it is a very hard-to-defend position stemming from its close proximity to the BLU spawn and a general lack of Health or Ammo pickups.
- Mann.Co Building is usually the cornerstone for a good RED defense, as it offers good high ground advantage and cover. Make sure the second floor is properly fortified to resist BLU's attempts at capturing it.
- If the event of the Mann.Co Building being lost; it is still possible to hold onto the point by contesting the Catwalks and making BLU fight for every inch of them.
Point B
- Ideally, RED team would be able to secure the upper floor of the Lab, including the Server room, and thus prevent BLU from once again securing a high ground advantage.
- This is, however, difficult in practice. Instead, RED team should focus on preventing BLU flankers from breaking out of the Stairwell room and locking down the one-way gate that leads out of the Server Room.
- If BLU successfully breaks out of the Server Room in force, RED should retreat from the Loading Bay, as they risk being cutoff and destroyed; making them unable to organize the last defense.
Point C
- A single Demoman or a Soldier, coupled with a well positioned Sentry Gun, can easily make it impossible for BLU to attack through the Elevator Shaft unless they use an ÜberCharge.
- Even in that case, the attackers will still be stuck on low ground, making it very easy to break line-of-sight and wait out the Über.
- The YTI Room (aswell as the Ventilation Shaft that branches from it) enable BLU to outflank and out-range RED's Sentry Gun. As such, significant effort should be put into preventing this room from falling into BLU's hands. A combined effort from Engineers to place down Dispensers; explosive-wielding classes to lob Projectiles over the thin glass pane that separates the YTI room into two as well as Pyros which can Airblast Übered attackers back to where they came from are all necessary for a successful RED defense.
Class-specific strategy
Scout
Offense
- Take advantage of the Playground's open and spacious nature, where you can comfortably exercise the plethora of your movement options.
- Avoid climbing up to Mann.Co Building's second floor, as it is often covered by RED Sentry Guns.
- Instead sneak through its lower floor and try to reach the Lab, where you can harass RED players traveling to the frontlines; or destroy the Teleporters found at the RED spawn.
- Alternatively, you can use the Soda Popper's quintuple jump to access the open windows on its right side, thus surprising RED defenders from a direction they weren't expecting.
- RED players defending point B often congregate around the Loading Dock, leaving them vulnerable to the Mad Milk's area of effect.
- The Server Room offers good high ground advantage necessary to facilitate this act.
- Use the Bonk! Atomic Punch to flank behind the Loading Bay, where RED Sentries are often located, in order to reach RED's backline.
- From there you can cleanup up enemies falling back, or rush to the final point in order to harass RED Engineers trying to setup a defense.
- The area around the final control point is very spacious and full of various obstacles and props to jump off; however it is also filled to the brim with RED Sentry Guns, against which you cannot do much as a Scout.
- You can aid your team in destroying the Sentries by using the Bonk! Atomic Punch in order to distract them.
- Use the Pistol to take out RED's sentries from a safe distance, such as from the YTI Room or by peeking through the Broken Windown.
- While waiting for your team to take out the Sentries, use the Ventilation Shaft in order to ambush REDs defending the point from behind.
Defense
- Much like your BLU counterpart, take advantage of the Playground to exercise your impressive Mobility, just watch out for BLU Snipers aiming at you from their spawn.
- The tight nature of Mann.Co Buildings upper floor makes it a perfect environment for the Mad Milk to shine.
- Use the Transport Cages to exercise your maneuverability and turn yourself into a difficult-to-hit target.
- Force-A-Nature's increased knockback is useful for pushing the attacking BLU members into the Crocodile Pit
- You can access the Lab's upper floor by performing a Force-A-Nature jump through a dropdown near the Stairwell.
- But don't stay too long on the upper floor, as its tight hallways limit your movement options and make you easy pickings for explosive classes.
- A RED's Scout primary role in defending the final control point is to use the Pit's spacious nature to attack any BLU members which make it past the Elevator Shaft or the YTI room.
- Both of the aforementioned rooms act as chokepoints that heavily favours the usage of Mad Milk's area of effect nature; in order to soak attackers trying to traverse them.
- If the BLU successfully penetrates into the YTI Room, use the Ventilation Shaft to ambush them from behind. For this, you will need the Soda Popper's quintuple jump ability to climb up the Shaft's vertical dropdown.
Soldier
Offense
- Use your rocket jump ability to quickly access the Mann.Co Building's second floor through the right-side window.
- Keep in mind that there is often a RED Sentry nest present there, which you can corner-peek with your Rocket Launcher.
- Use the Catwalks as well as the Transport Cages to rain down explosives onto RED holdouts around point A.
- The enclosed nature of the Lab's upper floor makes it a perfect environment for you to thrive in.
- Once the upper floor is secured, make your way to the Server Room, from which you can bombard Sentry Nests located on top of the Loading Bay.
- Another angle to attack the Loading Bay from is to flank around it via the Staircase, but this brings you to a relatively open area where other classes, such as the Scout, can take you down.
- Use the Direct Hit to quickly take out RED's Sentries located around the final control point by attacking them outside their range.
- This can be accomplished by either attacking them from the Broken Window or the YTI Room.
- Use the YTI's room ever so slight height advantage to your advantage, such as by pressuring RED defenders located on the elevated platform behind the control point C.
- A Battalion's Backup charge is often required to facilitate a successful push through the Elevator Shaft chokepoint.
Defense
- The wide and open nature of the Playground is well suited for a rocket-jump orientated playstyle. Use the Market Gardener to land some easy kills.
- BLU members will usually use the stairs on the right side of the Mann.Co Building in order to reach its second floor. The knockback from you Rocket Launcher can help knock them back to the ground.
- The upper floor of the Lab is well-suited to your combat expertise, fight rigorously for its control.
- You can rocket jump through a dropdown near the Staircase, thus appearing unexpectedly behind BLU members travelling to the Server Room.
- After point B's fall and during your retreat towards the final control point, rocket jump up to the area above the Elevator Shaft and quickly secure the YTI room for your team.
- A Kritzkrieg attack on a BLU team attempting to push through the Elevator Shaft can be devastating, as they will all be clustered up together. Make sure to notify your Medic, if you have one, when you see such an arise opportunity.
Pyro
Offense
- RED Spies often hide behind the left most spawn exit or near the Giftshop, so make sure to Spy check those areas.
- The Detonator gives you the ability to quickly change floors in the Mann.Co Building, allowing you to surprise enemies from below.
- If the common Sentry nests on the Loading Bay get destroyed, you can quickly drop down from the Server Room and use the Phlogistinator to wreck total havoc on RED defenders.
- You can shoot through the Broken Window with your Flare Guns in order to ignite RED team members defending the final control point, without exposing yourself to fire from their Sentry Guns.
- The Dragon's Fury's extended range and higher damage against buildings makes it an excellent choice for defeating the Sentry nests in and around the Pit.
Defense
- Hiding in the Shipping Containers; waiting for BLU to start capturing the first point and then ambushing them with the Backburner can yield great results.
- Use your compression blast to push enemies into the Crocodile Pit.
- Your Flame Thrower's Compression blast is vital for preventing Übered players jumping out of the Server Room and wrecking havoc on your teammates.
- Utilize the tight corridors of the Ventilation Shaft, which is often used by BLU as a means of flanking, to your advantage.
Demoman
Offense
- An elevated opening in the Mann.Co Building's right side can be used to sticky jump your way behind your enemies' lines.
- You can charge into a rock near the left spawn exit in order to fling your self towards the Mann.Co Building.
- Common Sentry nest positions around point A are: Behind the Shipping Crates, on either of the Catwalks or on the other side of the Docks.
- Use the Server Room to bombard RED's members trying to defend point B.
- The Server Room is also good for attacking the Sentry Nest commonly found on the Loading Bay, although this can also be done by descending down the Staircase and sneaking behind the Loading Bay.
- If your team does not have control of the upper floor, then neither of these two options are available; meaning that you are going to need to approach the Loading Bay directly, preferably with a Medic.
- An ÜberCharge is often required in order to push through the Elevator Shaft and destroy the common nesting spots around the Pit.
- The Loch-n-Load's increased projectile speed allows you to take potshots at RED Sentries from the Broken Window.
Defense
- BLU members are likely to attempt a take over of the Mann.Co Building via the outdoor stairwell on the right, use your Sticky traps to discourage that approach.
- Preventing BLU from accessing the high ground offered by the Catwalks is vital. Use your Stickybomb Launcher to lay traps on the two doorways that lead to the Catwalks.
- Attackers will often use the Server Room to try and threaten point B from above. Prevent this by Sticky trapping the Server Room's one-way gate.
- The Loose Cannon's increased knockback is useful for knocking back BLU attackers trying to push through the Elevator Shaft, even when ÜberCharged.
- Use the arc of your projectiles to bombard BLU players from the other side of the YTI room, keeping yourself safe behind a glass pane.
Heavy
Offense
- Be careful while traversing the Playground, as its vast sightlines leave you vulnerable to Snipers.
- Use the Shipping Container to sneak past the open ground of Point A and reach the Lab safely.
- Alternatively, you can stay on top of the Containers by jumping from the Catwalks, allowing you to fire down on the enemies around point A. Although this does leave you greatly exposed to Snipers.
- The first floor of the Lab is dominated by long Sniper sightlines, making safely approaching the second point difficult.
- Therefore, it is advisable to secure the upper floor, as its narrow and tight spaces allow you to exercise greater freedom; all while bringing your opponents closer to your minigun, ensuring maximum damage output.
Defense
- Your presence in the Mann.Co Building serves as an important defensive anchor for your team to rally around and resist the BLU onslaught.
- There is a sloped ramp inside the Mann.Co Building, standing on which allows you to control both the upper and the lower floors simultaneously, all while giving you means of easy escape.
- You can camp below the Staircase in order to ambush BLU players descending from the Lab's second floor.
Engineer
Offense
- The Gunslinger's less expensive mini-sentry is an excellent tool for playing in and around the first point, where there is little ammopacks to be found.
- Make sure to support your teammates fighting on the Catwalks by placing a Dispenser in the Mann.Co Building's upper floor, where it is easily accessible to them.
- When attacking point B, having a teleporter exit in the Server Room is vital for ensuring your team has a high ground advantage.
- If your team provides enough of a distraction, you can sneak through the Ventilation Shaft and place an offensive Sentry Gun right below the Platform, where it cannot be targeted by RED members exiting their spawn, but it can target anyone who drops down to defend the point.
Defense
- You can place a stealthy teleporter exit in an alcove below the BLU's first spawn, which you can then access with the Eureka Effect.
- Keep in mind that the Playground is closed of from the rest of the map after point A is captured.
- Common Sentry Gun positions on Point A include: On the Catwalks, on or behind the Shipping Containers, in the Mann.Co Building (left side) or in the Docks.
- Good Dispenser positions are usually found in the Mann.Co Building, or pulled back to the platform between the Catwalks.
- A serious Teleporter exit should not go in places where it can be easily be destroyed, like the Mann.Co. A position where it can give spawning teammates immediate access to the Catwalks, such as the upper level of the Lab, is much better.
- Point B's most common nesting place is on top of the Loading Bay, where it's out of the long sightlines and only vulnerable to an attack from the Server Room.
- For the final point, a good Sentry spot is anywhere where it can not be targeted or destroyed from the Elevator Shaft, forcing BLU to expose themselves in order to attack it.
- These spots are: in a small alcove below the orange staircase, on top of the crates or in the YTI Room.
- A Dispenser should ideally go inside the YTI Room, where it can support the teammates fighting for control of that vital flank route.
Sniper
Offense
- The Mann.Co Building's and Lab's tight, claustrophobic corridors make them quite suitable for the Huntsman's more aggressive nature.
- While attacking the final point, take advantage of the Broken Window above the Elevator Shaft, from which you can catch out RED members trying to exit their spawn
- Be extra careful, as this spot can also be predictable to experienced players.
Defense
- The Jarate's large area-of-effect makes it perfect for bombarding attackers trying to push through the Elevator Shaft chokepoint.
Medic
Offense
- Be very careful while pushing out of your spawn and into the Playground, as you are very visible to RED Snipers peeking out of the Mann.Co Building.
- Additionally, classes such as the Scout and the Spy will often near behind the Giftshop, waiting for you to pass by before ambushing you from behind.
- Securing the Mann.Co usually involves ÜberCharging a Soldier or a Demoman and taking them through the left stairwell.
- After the Mann.Co is secure, additional Übers may be needed in order to take out the Sentry nests on the Catwalks.
- Übering a Pyro or a Heavy and then letting them drop down from the Server Room and onto the Loading Bay can be devastating for RED.
- The right side of the Elevator Shaft (opposite the medical procedure room) is a sheltered place close to the action for BLU Medic to do a lot of supportive healing and quick building of ÜberCharge.
- Keep a look out for any RED attacks which can suddenly catch you out in this position.
- The deck with the window to the medical procedure room is a possible secondary BLU Medic position on final.
- The Health Kit on the RED side should be reserved for the Medic; he is going to need it.
Defense
- Stay clear of the Playground and hunker down in the Mann.Co Building, where you can heal safely in the presence of your team and allied Sentry Guns.
Spy
- This map is particularly noisy, with several locations of continuous or intermittent louder noise for masking decloaking sounds.
- On the first point, the waterfall is particularly loud on the defender's side where RED Engineers are likely to have buildings. This noise can easily cover the decloak sound of the watches and sometimes the Dead Ringer, which can make it nearly impossible for someone to listen for decloak sounds to know there is a Spy attacking.
- There are a few rooms[Which?] that players don't often visit, use these places to uncloak or hide.