Difference between revisions of "User:Cryoshell"
Line 66: | Line 66: | ||
= Team Strategy = | = Team Strategy = | ||
== Single Class Rushes == | == Single Class Rushes == | ||
+ | ===The Scout Rush=== | ||
+ | This will generally only work for the first Intelligence capture of the game. Split your team up into two teams of Scouts. Referred to herein as "Group A" and "Group B". | ||
+ | |||
+ | First, groups A and B must jump onto the roof which covers the bridge at mid. Group A must then jump onto the enemy team's battlements, run past the other team's spawn room and into the upper courtyard (the area which contains some sloping ramps behind spawn). This push finishes with Group B in the Intelligence room after running down the back straight staircase. After jumping onto the roof (which is over the bridge, once again), Group B must fall off into the water at mid and progress through the sewers. At the end of the sewers, Group B must run to the courtyard (the area directly to the right of the enemy's spawn room). Group B then continues from the top of the stairs and into the Intelligence room. When the Intelligence is taken, provided enough players are alive, the Scouts must protect the Intelligence carrier by leading them back through the Ramp Room (to draw Sentry Gun fire) and thus back to your base. Having a stream of players prepared to protect the Intelligence carrier is highly recommended. Repeating this maneuver will allow the Intelligence to be quickly regained if dropped and continually pushed closer to your capture point. | ||
+ | |||
+ | The advantage of this coordinated [[Scout rush]] is to overwhelm the other team's defense on two fronts at the start of the game. The opposing team will have had little time to setup defenses, which the fast moving classes will be able to exploit. | ||
+ | |||
+ | If you arrive at the enemy Intelligence room and find it unguarded it is recommend to have a spare Scout (or two) stay behind for a fast second capture. | ||
+ | |||
== Multi-Class Pushes == | == Multi-Class Pushes == |
Revision as of 08:20, 20 March 2011
Strategies to be used on the map “2fort”
Cryoshell | |
---|---|
Basic Information | |
Developer(s): | Unknown |
Individual Class Strategy
Scout
- Use the bridge awning to double jump into the enemy battlements.
- Use the small ramps at the ground entrance to either base to force jump into the battlements. This will surprise enemy Snipers that are focused on the bridge, the bridge awning and opposing battlements.
- The bridge awning is a great means of getting behind an opposing attacking force and attacking them from behind. This is especially good for going after trailing Medics.
- At the start of a new round, rather than do the expected double jump to the enemy battlements, go from your spawn point directly to the opposing sewer system. If this is timed well, you will meet no resistance in the opposing base as they attack on the upper levels, and any Sentry Guns in the ramp room will only be level 1.
- With the Force-A-Nature, a Scout can easily execute a double jump followed by a timed recoil to gain access to the bridge roof from the ground level. This can be done by jumping from one of the two entrances on each side. You can surprise some Snipers if you execute this trick on their side and then jump on their battlements.
- You can also get to the other side of the bridge by double jumping over the water and using the Force-A-Nature's recoil to propel yourself to the other side. Most enemies will think you fell into the water below instead and ignore you.
- If the Intelligence is dropped in the Grate room and it is located right near the hole to drop down, a Scout can use a double jump and the Force-A-Nature's recoil to snatch it.
- Use the Sandman as a defensive tool while staying near your base. Launch baseballs from your team's Sniper nest or front, ground entrance at advancing enemies on the bridge. This can stun attackers out in the open making them more vulnerable to attack. Recharge your ball quickly by retreating to the nearest spawn room.
- When defending from your base, use the Force-A-Nature to force jump back up to the spawn closest to your Sniper nest. This is helpful to escape enemies or to recharge the Sandman quickly.
- Use a combination of the Short Stop and Crit-a-Cola to defend your base. Sitting near the grate in the Grate room, crouch, drink and pepper enemies that attempt to enter through your base's front entrances. This also provides you with quick access to ammo, health and your resupply room to recharge your drink.
- The Scout's speed is incredibly useful for Spy-Checking (especially Cloak and Dagger Spies). Use the bat, Sandman, or Holy Mackerel constantly while running and strafing throughout your base to bump into and eliminate enemy Spies.
- The long tunnel of the Sewers leading to each base is great for using the Sandman's baseball. The narrow confines of the tunnel make dodging the baseball more difficult and make it easier to retrieve the ball after a successful hit.
Soldier
Rocket jumps
Pyro
Demoman
Stickybomb jumps
Sticky traps
Heavy
Engineer
Sentry Gun Positions
Medic
Sniper
Camping Spots
Spy
Cloak recharge spots
Multi-Class Strategy
Knock back
Invulnerability
Main articles: Übercharge and Bonk! Atomic Punch
Ambushing
Useful Shortcuts
Team Strategy
Single Class Rushes
The Scout Rush
This will generally only work for the first Intelligence capture of the game. Split your team up into two teams of Scouts. Referred to herein as "Group A" and "Group B".
First, groups A and B must jump onto the roof which covers the bridge at mid. Group A must then jump onto the enemy team's battlements, run past the other team's spawn room and into the upper courtyard (the area which contains some sloping ramps behind spawn). This push finishes with Group B in the Intelligence room after running down the back straight staircase. After jumping onto the roof (which is over the bridge, once again), Group B must fall off into the water at mid and progress through the sewers. At the end of the sewers, Group B must run to the courtyard (the area directly to the right of the enemy's spawn room). Group B then continues from the top of the stairs and into the Intelligence room. When the Intelligence is taken, provided enough players are alive, the Scouts must protect the Intelligence carrier by leading them back through the Ramp Room (to draw Sentry Gun fire) and thus back to your base. Having a stream of players prepared to protect the Intelligence carrier is highly recommended. Repeating this maneuver will allow the Intelligence to be quickly regained if dropped and continually pushed closer to your capture point.
The advantage of this coordinated Scout rush is to overwhelm the other team's defense on two fronts at the start of the game. The opposing team will have had little time to setup defenses, which the fast moving classes will be able to exploit.
If you arrive at the enemy Intelligence room and find it unguarded it is recommend to have a spare Scout (or two) stay behind for a fast second capture.
Multi-Class Pushes
|