Difference between revisions of "Community 2Fort strategy"
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− | [[ | + | [[Strategy | Strategies]] to be used on the map "[[2Fort]]" |
− | {{Infobox | + | {{Infobox Map |
− | | | + | | Game-type = Capture the Flag |
| Map-name-override = 2fort | | Map-name-override = 2fort | ||
| Map-image = Ctf_2fort_bridge_ss.png | | Map-image = Ctf_2fort_bridge_ss.png | ||
}} | }} | ||
− | = | + | = = Individual Class Strategy |
− | == {{ | + | == {{Class link | Scout}} == |
− | * | + | * Use the bridge awning to [[double jump]] into the enemy Battlement. |
− | * | + | * Use the small ramps at the ground entrance to either base to [[force jump]] into the Battlement. This will surprise enemy snipers that are focused on the bridge, the bridge awning and opposing Battlement. |
− | * | + | * The bridge awning is a great means of getting in behind 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 Battlement, 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 Battlement. |
− | * | + | * You can then 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 [[The Sandman]] as a defensive tool while staying near your base. Launch baseballs from your team's sniper nest or front entrance at ground 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 your base from, use the Force-A force Nature to 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 [[shortstop]] 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 entrance. This then provides you with quick access to ammo, health and resupply your room to recharge your drink. |
− | * | + | * The scout's speed is incredibly useful for [[Spy-checking]] (especially [[Cloak and Dagger]] Spies). Use the bat, [[The Sandman]], or [[Holy Mackerel]] constantly while running and strafing throughout your base to bump into and eliminate enemy Spies. |
− | * | + | * The long tunnels of the sewers leading to each base is great for using the Sandman's baseball. The narrow confines of the tunnel dodging make more difficult the baseball and make it easier to retrieve the ball after a successful hit. |
− | == {{ | + | == {{Class link | Soldier}} == |
− | * | + | * One of the best strategies you can use is hiding around the corner of the lower deck, Allowing you to jump out of the corner, fire a few rockets at the enemy sniper deck or lower management battle, then jump back into cover. |
− | === | + | Rocket jumps === === |
− | * | + | * While you are carrying the intelligence, remember that rocket jumping can help you to reach your own base faster, and avoid enemy fire. For example, you can rocket jump up through the grate at the entrance of your base, or up onto your own Battlement. |
− | * | + | * With some precise aiming, you can actually rocket jump clear across the water by backpedaling while jumping off the edge, and then performing a crouch rocket jump. Using this method, still you can quickly perform a second rocket jump to reach the enemy Battlement while having approximately half left of your health. |
− | == {{ | + | == {{Class link | Pyro}} == |
− | * | + | * The grate area that over looks the main base entrance is therefore a good ambush point. However, be sure to have a weapon other than the Flamethrower equipped, as its nozzle is Particularly noticeable in this spot. |
− | * | + | * The inside corners of the base entrances are also good ambush points, as players often neglect to check the corners before proceeding farther inside. However, be sure not to be spotted as while navigating to these corners, as snipers can easily spot players from across the map and warn their team mates or simply dispatch them. |
− | * | + | * The [[Homewrecker]] is an excellent choice for a melee weapon for defensively-minded players, as it can used to save team mates' Sentry Guns from [[Electro Sapper]] s as necessary. |
− | ** | + | ** The [[Back Burner]] is more useful for performing ambush, as its guaranteed critical hits from flanking attacks can be used to stop offensive pushes very quickly. However, using the [[Flamethrower]] or [[Degreaser]] also allow players to stop on charges in their tracks by using the [[compression blast.]] |
− | * | + | * When fighting in the bridge area, try to use the bridge cover supports as cover against enemy fire, and the awning itself to block sniper attacks. As most fire comes down the axis of the bridge, this creates a corridor In Which compression blast and the [[Flare Gun]] Can Be Utilized effectively. |
− | * | + | * An over charged Pyro can to clear entire Sentry Gun-locked area with ease. Due to the nature of the bases indoors, corners can be exploited to great effect to easily approach sentry guns without worrying too much about knockback. Using compression blast, players can knock back and burn the enemy Engineer with ease while still doing damage to the Sentry Gun. |
− | * | + | * On the Battlement, a skilled Pyro can use compression blast to knock back incoming arrows, rockets, and other explosives. It can therefore be used to ignite explosives away and knock-jumping Soldiers and Demomen, as well as covering Scouts jumping across the bridge. |
− | * 2Fort | + | * 2Fort has a central pool of water into some enemies will jump Which if they are ignited. Coordinated attacks can be used to ignite and force players into the water while team-mates ambush them from below. |
− | * | + | * Great care must be taken when using the sewers to enter the enemy's base. Remember that the Pyro's primary weapon does not work while underwater, and that enemies can put out flames easily. However, the sewers so significant Provide cover from enemy snipers, Which can allow flanking ambush Pyros to perform very easily. |
− | * | + | * A Pyro with the Flare Gun can take advantage of the enclosed nature of the sewers and rain flares on the enemy from a distance. Especially in the long stretch, a Pyro can land with good aim Critical flares and delay an advance for a significant amount of time. |
− | == {{ | + | == {{Class link |}} == Demoman |
− | * | + | * If the enemy manages to get your intelligence, place sticky bombs at the top of the long stairs and into the doorway of the spiral. By standing in the hay room and watching the Intelligence compass, you can accurately predict when and from Which exit the enemy will appear. |
− | * | + | * When the intelligence has been dropped, the enemy may make a dash to retrieve it before the timer resets. Sticky bombs drop around the exposed Intelligence and wait. Often even visible Sticky bombs will be ignored by the scouts rushing Intelligence. Detonate and repeat. If you are under fire, move out of sight and listen for the alert, or watch the compass intelligence to know when the intelligence is being picked up |
− | * | + | * Standing on the grate next to the hay loft Allows you to rain Grenades and place sticky bombs in the area below and affords you some protection from incoming enemy fire. |
− | * In | + | * In the Intelligence room, place sticky bombs So that they appear to be right inside the intelligence, hidden from view, and stay in the room and detonate when a Scout attempts to take it. Watch out, because [[Critical Hit | critical]] sticky bombs can ruin this tactic, since their glow will be visible causing the scout to hunt you down before attempting to take the intelligence. |
− | === === | + | Sticky Bomb === === jumps |
− | * | + | * It's possible to sticky jump into play ment, a Particularly effective strategy, in combination with [[The Eyelander]], to surprise any snipers. |
− | * | + | * You can jump up through the grate with a single sticky, a useful strategy if you need the intelligence. |
− | === === | + | Sticky traps === === |
− | * | + | * All enemies entering your base will have to pass through the Courtyard to access the Intelligence, with the exception of Soldiers, Scouts, Engineers, and other Demomen. This makes it ideal to spot for a Demoman Sticky Bombs to set up. Above each of the two ground-floor doorways, and spot on the wall between those doorways, these are hard to. Enemies entering the room GeneRally stick close to the wall to avoid sentry gun fire from above. Scouts can sometimes slip in before you see them, but still sticky bombs on the wall between the doors will stand a good chance of taking them out. |
− | * | + | * The roof of the bridge is capped on each end by a triangle-shaped piece of wood. This area can not be seen by approaching enemies. By placing sticky bombs here, you can eliminate open travel across the bridge (eight sticky bombs in this position wants to kill a fully healed Heavy Medic combo). |
− | * | + | * A Demoman on defense can Essentially cut off enemy advances into his team's continued by placing sticky bombs on the top of his team's grate. Sticky bombs placed atop the grate are able to splash damage enemies passing underneath the grate. It is difficult for enemies to destroy the bombs or move from this position, and if enemies attempt to do so, they will often leave themselves open to attack from your pipe bombs. Typically, 4-6 well placed stickies (you'll want an even spread, leaving you a somewhat predictable kill zone) can take out most enemies but passing under the grate, why not use all 8? Just be sure to keep your sticky launcher loaded. If you only use 4-6 stickies on the grate, that will leave you a couple stickies that you can place at the doorway at the top of the spiral stairs, essentially cutting off that path for Scouts, Demomen, or Soldiers trying to enter from the Sniper deck. You can monitor all of these stickies by standing in the corner just behind the grate (protecting your back from Spies). You can lob grenades through the grate thus opening out the two front doors of your base from the grate. |
− | * | + | * If your opponents wise up to your strategy, then try standing on the front side (water side) of the grate. This makes it practically impossible for you to monitor the stickies around the doorway at the top of the spiral stairs, but It allows you to put stickies at the corner of the sewer grate nearest the stairs, cutting off that path Allows you camping the grate to defend several enemy attacks. For example, if enemy Engineers try building on the bridge, you can go to the sniper deck and spam the bridge with grenades (be careful to stay out of enemy sniper scopes). Say some opponents entered your base and start attacking the Engineers who have setup Sentry Guns in the courtyard, you're only a few feet away, so you can easily help them (remember that stickies are very useful for defending over charges by 'bouncing' the Übered players around, possibly breaking the connection over). If opponents are pouring out of the sewer, just drop through the grate and spam grenades with the sewer stairs for a few easy kills. |
− | * | + | * While camping the grate, it is important to take out the high priority targets like Medics (who may have a charged over). If the Medics eventually learn that they can not get past you without using their over, then they are forced to use it early, negating their ability to destroy defenses Engineer in the courtyard. Other high priority targets are Demomen and Soldiers, because they pose the most threat to you. Either one of these classes can fire bombs / rockets through the grate, making your life difficult. If you do need to retreat, you can still pipe bombs or fire stickies onto the grate to splash damage players passing under the grate (probably the same players who just chased you off). |
− | [[ | + | [[Image: 2fortDemomanDefenseTrap1.png | right | thumb | 200px | The first Sticky bomb trap location]] |
− | * | + | * First, place sticky bombs on the first three left wall of the left intelligence room corridor, near the entrance, as shown. These three bombs should not be seen by enemies coming from the spiral, but should be able to kill anyone that enters the corridor. |
− | [[ | + | [[Image: 2fortDemomanDefenseTrap2.png | right | thumb | 200px | The second Sticky bomb trap location]] |
− | * | + | * Next, place another three sticky bombs on the left wall of the right intelligence room corridor, near the corner, as shown. As with the first bomb spot, they should be placed so they are not visible to enemy attackers until they turn the corner. |
− | * | + | * Finally, place the remaining 2 Sticky bombs near the intelligence, in the middle of the basement, or around the corner of the L-shaft exit left. You are unlikely to actually use these, but their mere presence can make attackers hesitate before making their move, giving you more time to react. Since three Sticky bombs is enough to trap each corridor, these two remaining bombs are basically free-form, but remember that placing them too far forward may alarm enemies and make them wary of other traps. |
− | [[ | + | [[Image: 2fortDemomanDefenseSpot.png | right | thumb | 200px | From here, the basement defender can see enemies coming from both entrances]] |
− | * | + | * When the sticky bombs have been placed, position Yourself with your back to the basement resupply room, so you can see enemies coming from either of the basement entrances, and keep your [[Grenade Launcher]] ready to use. |
− | == {{ | + | == {{Class link | Heavy}} == |
− | * | + | * The areas inside of each respective base are ideal for heavy play. The tight quarters Prevent enemy players from being able to escape your fire except at longer ranges, and the enclosed corridors and multiple corners allow for many ambush opportunities. |
− | * | + | * If attacking the enemy base, beware of being ambushed from behind, especially when under the grate. The enemy has access to multiple avenues with Which to attack you from, and your slow speed can Prevent you from escaping in a timely manner if things go bad. |
− | * | + | * Beware of enemy Sentry Guns that Engineers may place in their courtyards. These are often placed yourself at angles where you can not attack without exposing, so your best bet is often to leave them to other classes. |
− | * | + | * Due to the wide-open area between the two bases, spinning up your gun is only recommended if you can get under the cover of the bridge awning, as snipers can easily pick you off otherwise. |
− | * | + | * The sewers Provide an ideal way to enter the enemy base without the risk of being killed by snipers. The enclosed corridors Prevent enemies from dodging your fire down, and the water under the bridge can be used to ambush any enemies that try to jump. |
− | * | + | * Capturing the enemy team's intelligence should not be your first priority, as even with the GRU you are not as fast as most other classes. Instead, try to use your fire power to cover your team mates as they attempt to capture it. Your mere presence can be used to attract enemy attention and give your teammates a chance at a successful capture. |
− | == {{ | + | == {{Class link |}} == Engineer |
− | + | The following locations should be considered when constructing a [[Sentry gun]] | |
− | * | + | * On the ledge in the ramp room. It is important to place it no further out that the middle of the ledge (if you place it at the corner the Sentry Gun can be shot from the Battlement without triggering it) and as close to the edge as possible, not at the corner, otherwise it can not see down to the ground to fire upon incoming hostiles. By being up on the ledge, you cover the entire room, and there is only one way to destroy it without putting the attacker in range of the Sentry Gun. To destroy it, the attacker must come up from under it, and splash damage it from below, or clip the corner of the Sentry Gun with their weapon. If the Sentry Gun is placed at the junction of the right side ramp and the top ramp, then it blocks the movement of enemy Spies into the hay room and has a shorter arc to turn in, to lock onto enemies. |
− | ** | + | ** Note: On the Xbox 360 and PS3 version, Soldiers can use their rockets from below the Sentry Gun to damage on top. This is an exploit, although it still must be warned against as many a soldier who knows the Sentry Gun's position can simply blow it up from the bottom of the ramp room. |
− | * | + | * Across from the respawn area in the corner of the hay room. Place a [[Dispenser]] in the corner against the wall separating the grate doorway and the room. Then place the Sentry Gun against the wall (use alternate fire to rotate it) by the dispenser facing the doorway to the spiral. This Sentry Gun covers the grate and Battlement, Which if the previous Sentry Gun was placed, not only protects the hay room, but so Prevents access to the only other entrance to the Intelligence. |
− | * | + | * In front of the fire extinguisher on the spiral. This is very important if you want to eliminate scouts coming from the second floor trying to grave the Intelligence that use the spiral. Since your placing the Sentry Gun in front of the fire extinguisher, this is the mid point of the spiral. So this spot is not visible from the entrance of the spiral. Build a dispenser sideways on either side, then place the Sentry Gun in front of the fire extinguisher wall. This is a good yet uncommon way of taking out opposing scouts. Soldiers and Demoman who rocket / sticky jump to the top floor and enter from the spiral will therefore be surprised. |
− | * | + | * The 'mid' point in the sewers. It's''very''important that you build it facing the''short''pipe, and not the long stretch. Do not build it in the corner facing both pipes (it can be damaged splash there). Instead you want to build a dispenser against the wall in the corner (facing the long pipe) and then build the Sentry Gun in front of the dispenser (angled so it is facing the short pipe). What you end up with is a dispenser flat against the wall with the long pipe in it, and the Sentry Gun up against the dispenser, but facing the short pipe. There is no way to get enough splash damage on the Sentry Gun from this position to blow it up easily, and it locks down the sewers. This can then be used offensively by building it into the enemy base. Of course, you still must watch out for Spies, who over such a short distance will be fully cloaked and be able to come right up to you before Decloaking. If your back is visible, they will be able to back stab you with surprise. The Sentry Gun will then kill them, but without its engineer, it is much more vulnerable. |
− | * In | + | * In your intelligence room, in the 'short' corner (the corner between the two doorways). The placement of this Sentry Gun''is''very tricky to get down perfect, but if you do, it's very hard to take. To place this correctly you should Sentry Gun to put it as far into the corner as possible (use alternate fire) and at a 45 degree angle. Next you want to place your dispenser in front of the Sentry Gun, but rotate it so that the short side of the dispenser block is what's the Sentry Gun's field of view. The dispenser should be placed just off center, so as to not block the line of sight to either the intelligence or doorway. An alternative is to place the dispenser out of sight behind the desk it is much more vulnerable but often goes unnoticed. |
− | * | + | * Under the enemy grate. This is a very unlikely position to attain and hold. However, if you can get a gun built here, it is possible to jump onto your gun and then jump up to place a teleporter exit on their grate. If you end up in a game where the enemy is level the battlefield in their ramp room but otherwise letting you walk in their front door, you could utilize this strategy to surprise them. |
− | * | + | * Rather than a permanent location, you can use either the spiral staircase opposite the main spawn room, or the short staircase from the courtyard to box in your enemy once they have your intelligence. Drop a Sentry Gun at the end of one escape route (a Mini-Sentry is best-suited for this!) And take the other route to box yourself escaping the enemy in the basement. A flag-carrying opponent will more likely try to avoid combat with you or the Sentry Gun, and focus on escaping with the briefcase. |
− | === | + | Stacking the Intelligence Room === === |
− | + | This strategy is rather simple to execute and very efficient to enforce. It Comprises building a sentry gun on top of or directly next to the intelligence briefcase, and a dispenser directly behind the Engineer. A teleporter exit should be placed in the intelligence room as well, so that teammates can speedily access it (to support the Engineer). The Engineer wants to sit on the table between his and his Sentry Gun Dispenser and simply wait for an enemy to enter the room. | |
− | + | The ideal placement of [[Buildings]] for this strategy is: having the dispenser to the side of the desk nearest the window but with space behind for the Engineer to stand, and having the Sentry Gun to Be Positioned to cover both entrances and as much of the room as possible. The Engineer can then sit in the Sentry Gun nest with his back covered. | |
− | + | As an Engineer, so you could consider teleporter near to placing the intelligence room. Many Spies will be unable to resist sapping these on their way to the intelligence room, giving you an advance warning of their approach, even if the spy has his Cloak activates afterward. | |
− | + | The most common methods for fighting''against''this form of Engineer-stacking defense are: | |
− | * | + | * An [[on charge]] d Soldier, Pyro, Heavy or Demoman. |
− | * | + | * Two Spies; one spy will try to sap the Sentry Gun and the other to take the intelligence. |
− | * | + | * A Demoman Stickies or firing Grenades from a safe position. |
− | * A Soldier | + | * A Soldier firing rockets at the Engineer (and not his Sentry Gun) from a safe position. |
− | + | If you are having trouble dealing with enemies using this method, one tactic is to fire at enemies from the hallways that lead to the basement with either your [[Shotgun]] or [[Pistol]]. Once an enemy spots you, run quickly back to the intelligence room, as if you were fleeing in fear. By doing this, you may lure in unsuspecting player into hunting you to the intelligence room, and having the player meet his demise in the form of your Sentry Gun. | |
− | === | + | Booby trap the Moat === === |
− | + | If the opposing team is abusing the Sewers of your team, you can stop them quite easily. | |
− | + | First build a Sentry Gun in the [[water]]-filled moat directly under the bridge or in one of the corners Which are closest to the enemy side of the Sewers. This is quite useful for you (and your team), scoring both for easy kills and playing mind games with your opponents. This works especially well for the [[BLU]] team as their buildings blend in with the water slightly. However make sure that you are not found by an enemy whilst erecting your Sentry Gun, for you are an especially easy target for during this time. Engineers will often abstain from upgrading their Sentry Gun to level 3 as long as possible in the Water, as the rocket module has just enough height to poke above the surface of the moat, grabbing the attention of Soldiers, Snipers, and Demomen. | |
− | === | + | Forward Base in the Water === === |
− | + | Build a teleporter exit in the small room that connects the sewers to the stairway leading up into the enemy base. This area can then be controlled by building a dispenser (usually at the bottom of the stairs) and a Sentry Gun. This forward teleporter Allows newly-spawned players to proceed quickly deep into the enemy base without having to fight their way over the bridge or through the sewers. | |
− | + | The largest downside of this strategy is that all of your buildings may be taken down with ease by a skillful Soldier, Demoman, or a small group of enemies who are working together. One Way to Help Prevent your base from being destroyed with ease is to have a place to Engineer Sentry Gun in the water under the bridge. As it is under water, enemies will not notice it at first and wants Therefore Be Hard to attack. If you have some team-mates in the sewers with you helping defend your buildings and hold the territory, then your base will be very hard to take down short of an enemy of charge. | |
− | === Forward Base in | + | === Forward Base in the Enemy Front Door === |
− | [[ | + | [[Image: Front porch.jpg | right | thumb | 200px | Build in that doorway]] |
− | + | Build a dispenser and a Sentry Gun in the right-side entrance of the enemy base. For maximum effect, there should be two Engineers there to keep the Sentry Gun intact, and one or two Pyros to root out Spies who come to sabotage the operation. This makes it surprisingly defensible position difficult for enemies to enter and exit their base. The common configuration is to place the dispenser in the corner of the room, sandwiching it between the Engineers and the Sentry Gun. However, this plan is rather quickly defeated by a single eight laying Demoman sticky bombs into the area via the grate room. From there, he can lay the sticky bombs with impunity, and detonate them, destroying the entire base possible and getting a few kills in a single blow. | |
− | === === Engineer | + | === === Flanking Engineer |
− | + | Place your sentry gun against the intelligence, either on top of it, or in the corner against the glass. This way, when enemy Soldiers, Heavies, and Demomen come around the corner, they get shot and immediately back away. After the enemy has retreated and can not see you, immediately go into the alternative corridor and [[flanking | flank]] the opponent. This also works well with a Medic and [[Medic buddy]] pairs, flank the pair while they are concentrating on trying to take down your Sentry Gun, kill the Medic and retreat back to your Sentry Gun to repair it. The short corridors in the basement are perfect for trapping your opponents between your Sentry Gun and fire your weapons, and as this investigation can be a very deadly form of attack for an Engineer. | |
− | == {{ | + | == {{Class link | Medic}} == |
− | * | + | * In general, always try to venture out onto the bridge area only when there is already a friendly presence there. Enemy snipers will rarely pass up the chance to kill a Medic. |
− | * | + | * The [[Crusader's Crossbow]] is a useful weapon for countering or suppressing enemy snipers firing from their team's Battlement. While the odds of getting a kill are fairly low, simply preventing a sniper from getting a clean shot is often enough to succeed. |
− | == {{ | + | == {{Class link | Sniper}} == |
− | * Sniping | + | * Sniping from the ground floor in the dark areas near the base Relatively safe exits gives a view of the upper tier. |
− | * | + | * Shooting from the water can take out the opposition on the bridge or the far bank |
− | * 2Fort | + | * 2Fort is an excellent sniper's map, but as the common strategy reads, you need to switch locations. An example would be to start on the supply side room of the sniper deck. Put your back against the corner, this gives you a clear view of the opposing team's supply side room, and helps you resist Spies. The only way Spies can really get you is shooting or stabbing though your frontside Which, by the time you notice, you can heal up, then kill the Spy. After a few kills, it's best to move down to the lower side, any users that may switch to sniper will expect you to be on the sniper deck, going down on the lower deck can really give you the advantage. Going outside and to either corner is good because this gives you the top and bottom decks of whichever side you chose, and the bridge. If you chose the left corner, you can take out any foes on the right lower deck, but is rather difficult to get good aim. Finally, going back up on the sniper deck and sniping though the windows is a good option. The enemy will fear using the bridge, and will most likely take the water, the windows on the sniper deck give a good view of the water. Enemy sniper might try and corner you with each sniper at opposite ends, it's best to take them out one by one, but the sniper deck windows gives you a clear vantage point for the attempted counter. |
− | * Jarate | + | * Jarate here is an excellent choice. Even blind Jarate tosses to coat entire bridge can potentially push. It is therefore possible to hit across the bridge with Jarate from a jumping high arc throw from the Battlement, this can be good if a just missed Spy that cloaked got away, and you have an approximation to his location, leaving him vulnerable to Kill or forcing him to the water. |
− | * Scouts | + | * Scouts are therefore a problem for snipers here, almost more so than a fellow sniper. It's a common tactic for Scouts to rush your Battlement by hopping from theirs and running the top of the bridge. Though, a quick, well timed shot at the zenith of their jump can knock them out of the sky or at worst send them off course and into the ground or water. If a scout actually makes it across, it's for the better to fall back to resupply and plan to ambush, or let someone better at close quarters handle the situation. However, you can make them rethink their decision by a quickly thrown Jarate, Which Will usually make a Scout turn tail. |
− | == {{ | + | == {{Class link | Spy}} == |
− | [[ | + | [[Image: CTF 2Fort BluBase.png | thumb | right | Take the sewers]] |
− | + | There are four main tasks for a Spy on 2Fort: | |
− | * Killing | + | * Killing Snipers on the Battlement |
− | * | + | * Destroying Sentry Guns |
− | * | + | * Killing enemy players as they cross the bridge |
− | * | + | * Getting hold of the enemy intelligence |
− | * | + | * Creating a sense of paranoia Which results in one or more enemies to be distracted from what really matters, the brief case. |
− | + | The best way to get into the enemy base is to run from the spawn over the sniper deck and into the water. Cloak before you come out onto the Sniper deck, so that you are fully invisible as you step out and fall down into the water. It is therefore possible to jump across the poles on the outside of the bridge. This is effective at avoiding and getting around [[Spy-checking]] but looks highly suspicious when decloaked. Once you're under the bridge and so well shielded from above, uncloak. Do not forget to get your [[Revolver]] out - you're running towards the enemy in a narrow passage, so the [[Knife]] is not useful. Run through the sewers and up the stairs into the enemy base. Once you get to the top of the stairs you then have a choice, you can take the left passage, if you want to go for the intelligence, or you can go straight on, if you wish to attack enemy sniper on the sniper deck. | |
− | + | If you go left, the ten seconds of Cloak is just the right amount to let you be fully cloaked as you turn into the longer passageway leading to the open air area, and remain cloaked right up until you're far enough down the back stairs to the basement that you will not be seen. You then continue down into the basement, dealing with whatever is down there and then taking the intelligence. | |
− | + | If you go straight on, Cloak as late as possible before coming into the open air area and running up the main stairs. Then cross over into the sniper deck and kill the sniper there. Once you've done this, do not stay on the deck, when they respawn, they'll be looking for you. Either drop back down to your own base for a quick break, or better, run into the room and ridges [[disguise]] as a Demoman. You're out of sight, and if someone does come in, there's a chance they may think you're holding a [[Sticky Bomb]] trap from that position. | |
− | + | Although it is a bit tricky, it is possible to crouch on the edge of the bridge and walk along it to the other base. Search tactic will save you from random spam going on the bridge and if you get ignited by a pyro there is always a chance to drop in water. Naturally, this is best done with Cloak and Dagger. | |
− | + | If there is more than one sniper on the deck (And there usually is) They might notice you backstabbing their buddies. As the sniper decks are fairly cramped, they'll usually pull out their Kukri and charge you. To circumvent this, the best strategy is to run around the structure in the middle of the sniper deck, Cloak, and then crouch walk onto the tiny ledge that surrounds said structure. You can then laugh as the Sniper runs around, swinging his kukri and everyone and everything. This so give your OWN Snipers a good giggle, and an easy target. Snipers will eventually catch onto this strategy, and try to get onto the ledge as well ... all the more fun for your own snipers. Just remember:''This ledge can save your life.'' | |
− | + | If however you simply want to get kills, a good place to wait is up against the front of the opposing continued. Enemy players GeneRally spawn and then run to the sniper deck and fall off to the area in front of the bridge, very few players actually exit via the ground floor. As such, a Spy waiting up against the front of the fort is not seen and is behind the enemy players as they run down the narrow, straight bridge. | |
− | + | Disguising as a Demoman in the basement where the intelligence is found is so good. Wait in front of the resupply and if any Engineers or Demomen come down, wait until they go into the intelligence room or into the resupply. Right when they come out again, stab them. But this will only work once, usually, because the victim wants to report to his / her team (Unless he / she does not have a mic!). | |
− | + | A good spot to recharge your Cloak in the enemy base is behind the boxes / barrels near the entrance to the enemy's sewers while crouched. This area is hardly checked, and if your team is attacking the enemy from sewers, this serves as a good chance to back stab any enemies running past you. | |
− | + | The best spots are archetypal Cloak computationally usually in blind spots or corners. Popular and well tested recharge spots include: | |
− | + | The front wall of the enemy continued oppsing, The corner in the water right next to the staircase in the sewers, and the corner at the upper level exit of the spawn that has multiple exits. | |
− | + | There are a lot more to try out, but these spots are the most effective Generally for both recharge purposes but that is the element of surprise and as a result backstab. | |
− | = Multi-Class | + | = Multi-Strategy Class = |
− | == [[Knock | + | == [[Knock back]] == |
− | * | + | * Knock Back is of little use here, but can be useful for knocking off the enemy sniper upper deck, and hoping to kill them with fall damage (Or at least, throw off their aim.) |
− | == == | + | Invulnerability == == |
− | + | Main articles: [[on the charge]] and [[Bonk! Atomic Punch]] | |
− | + | Good plces invulnerability to use include: | |
− | * | + | * The enemy courtyard. It is usually full of [[Sentry gun]] s, but crucial to capturing intelligence, so it is useful to turn invulnerable and burst through their guns. |
− | * | + | * The enemy sewers. If the opposing team is camping out the sewers, it should not be too hard to burst through with a well placed invulnerability. |
− | == [[ | + | == [[Ambushing]] == |
− | * | + | * The sewer entrance into the respective bases have various blind spots that can be exploited, Particularly just above the stairway into the base and the corner just next to the entrance. It is therefore possible to jump down into the sewers from the outside, and box players in and deny them the ability to reach the water. |
− | * | + | * Hiding on the Battlement and watching the bridge area is a good way to ambush enemy players as they attempt to push across. When playing as RED, the shadowed areas on the left side of the battle ments can be used as concealment. |
− | * | + | * The base entrance into the sewers are therefore a good place to ambush players when on RED. As the RED base has a stack of crates just outside of the entrance, they can be used as concealment quick passing to fool enemies. |
− | * | + | * The outer walls of the enemies are therefore continuing to exccellent place to ambush enemies dropping down from their battle ments. With enough help [[Engineers]] may be able to set up a sentry or a complete nest for a temporary stronghold. |
− | == == | + | == == Useful Shortcuts |
− | = Team | + | = Team = Strategy |
− | == == | + | Single Class Rushes == == |
− | === | + | === === The Scout Rush |
− | + | This will only work for GeneRally capture the first intelligence of the game. Split your team up into two teams of scouts. Referred to come 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 Battlement, 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 second capture almost. | |
− | + | Multi-Class Pushes == == | |
− | === | + | Controlling the Sewer === === |
− | + | Firstly the team attempting this strategy must clear the enemy team's Sewer of enemies. After clearing out the enemy's Sewer, an Engineer needs to build a dispenser and sentry gun at the inner corner of the room Which connects the two main pipes in the Sewer. He then has to build a teleporter exit near to his dispenser and a teleporter entrance at his spawn, for quick access to the enemy Sewer. | |
− | + | This strategy will help your team mates get to the enemy base quicker. As a precaution, make sure that down the Sentry Gun is in a good spot for firing at enemies who approach the sentry gun nest and not in a spot where it will be easily have its [[Health]] chipped. | |
− | Sniper's | + | Sniper's can stay at either end of the tunnel, at the top of the stairs, or at the Sentry Gun and containing enemy progress. This helps stop people coming into the sewer or where people leaving the Sentry Gun is. |
− | === | + | === === Invade Through the Sewers |
− | + | If your enemies are foolish enough to leave the Sewer entrance to their base unguarded, punish them by using the area to establish a foothold in their territory. To start with travel through the enemy Sewers to the stairs. Then ascend the stairs, and place a dispenser to the left of the door Which leads to the ramp room. After that place a sentry gun directly in front of this door. An upgraded Sentry Gun in this position can effectively cut off the enemy's access to the entire first floor of their base. A teleporter exit placed behind the stairway can be used as a safe entry point for your team. The only weakness of this system is that it is possible for an enemy Demoman Grenades to lob at the turret from the stairway, however this is easily negated by having a Pyro nearby. | |
− | + | This setup is nearly impenetrable without an over charge from the other team. | |
− | === | + | Invade the Enemy === === Intelligence Room |
− | + | One strategy is to set up defenses room and a teleporter in the enemy's intelligence. This is difficult to achieve; a single engineer can potentially sneak into the room and set up defenses down, but he is extremely vulnerable and can be easily taken. | |
− | + | To start with, use a coordinated rush and have your team mates guard you while you build. Save a solo trip for instances when the enemy has almost totally gone on the offensive, but has neglected their defense. If the enemy team has Sentry Guns set up at the entrance to your gone, you can perform a suicide run to try and count the Sentry Guns assembled, or change to the Spy, and Cloak to do the same with a reduced risk of dying. Once you have an idea of how well their base is defended, switch back to engineer, set up a teleporter entrance, and take to gain entrance to the Sewers. Beware enemies coming through your sewers, although the enemy Sewer should be empty. When you reach the ramp room, make sure to take the stairs closest to the staircase Which leads to the enemy intelligence, Which is the safer way into the intelligence room. Generally, spawning enemies will leap off the Battlement, and will be less likely to enter the ramp room. Do not use the Spiral, as spawning enemies can spot you. When in the intelligence room, set up a Sentry Gun first. It is your best defense, Which you will need when setting up alone. Build a dispenser next, using the [[Ammo]] cache outside the room to stock up on [[Metal]] as it builds. Once the Sentry Gun is fully upgraded, place the exit teleporter. Alternatively, build the teleporter exit first, and tell your teammates to take it and cover you while you build your dispenser and your Sentry Gun. | |
− | + | If successful, you now have an excellent foothold in the enemy base. You can easily reach home the other team's intelligence, and the enemy will be almost unable to capture yours, being cut down by Sentry Guns at the stretch. Things to look out for especially are Spies, charged over opponents and Demomen. | |
− | {{}} | + | {{}} Class strategy |
− | [[ | + | [[Category: Map strategy]] |
− | [[ | + | [[Category: Community strategy]] |
Revision as of 14:50, 4 April 2011
Strategies to be used on the map "2Fort" Template:Infobox Map
= = Individual Class Strategy
Contents
Scout
- Use the bridge awning to double jump into the enemy Battlement.
- Use the small ramps at the ground entrance to either base to force jump into the Battlement. This will surprise enemy snipers that are focused on the bridge, the bridge awning and opposing Battlement.
- The bridge awning is a great means of getting in behind 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 Battlement, 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 Battlement.
- You can then 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 The Sandman as a defensive tool while staying near your base. Launch baseballs from your team's sniper nest or front entrance at ground 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 your base from, use the Force-A force Nature to 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 shortstop 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 entrance. This then provides you with quick access to ammo, health and resupply your room to recharge your drink.
- The scout's speed is incredibly useful for Spy-checking (especially Cloak and Dagger Spies). Use the bat, The Sandman, or Holy Mackerel constantly while running and strafing throughout your base to bump into and eliminate enemy Spies.
- The long tunnels of the sewers leading to each base is great for using the Sandman's baseball. The narrow confines of the tunnel dodging make more difficult the baseball and make it easier to retrieve the ball after a successful hit.
Soldier
- One of the best strategies you can use is hiding around the corner of the lower deck, Allowing you to jump out of the corner, fire a few rockets at the enemy sniper deck or lower management battle, then jump back into cover.
Rocket jumps === ===
- While you are carrying the intelligence, remember that rocket jumping can help you to reach your own base faster, and avoid enemy fire. For example, you can rocket jump up through the grate at the entrance of your base, or up onto your own Battlement.
- With some precise aiming, you can actually rocket jump clear across the water by backpedaling while jumping off the edge, and then performing a crouch rocket jump. Using this method, still you can quickly perform a second rocket jump to reach the enemy Battlement while having approximately half left of your health.
Pyro
- The grate area that over looks the main base entrance is therefore a good ambush point. However, be sure to have a weapon other than the Flamethrower equipped, as its nozzle is Particularly noticeable in this spot.
- The inside corners of the base entrances are also good ambush points, as players often neglect to check the corners before proceeding farther inside. However, be sure not to be spotted as while navigating to these corners, as snipers can easily spot players from across the map and warn their team mates or simply dispatch them.
- The Homewrecker is an excellent choice for a melee weapon for defensively-minded players, as it can used to save team mates' Sentry Guns from Electro Sapper s as necessary.
- The Back Burner is more useful for performing ambush, as its guaranteed critical hits from flanking attacks can be used to stop offensive pushes very quickly. However, using the Flamethrower or Degreaser also allow players to stop on charges in their tracks by using the compression blast.
- When fighting in the bridge area, try to use the bridge cover supports as cover against enemy fire, and the awning itself to block sniper attacks. As most fire comes down the axis of the bridge, this creates a corridor In Which compression blast and the Flare Gun Can Be Utilized effectively.
- An over charged Pyro can to clear entire Sentry Gun-locked area with ease. Due to the nature of the bases indoors, corners can be exploited to great effect to easily approach sentry guns without worrying too much about knockback. Using compression blast, players can knock back and burn the enemy Engineer with ease while still doing damage to the Sentry Gun.
- On the Battlement, a skilled Pyro can use compression blast to knock back incoming arrows, rockets, and other explosives. It can therefore be used to ignite explosives away and knock-jumping Soldiers and Demomen, as well as covering Scouts jumping across the bridge.
- 2Fort has a central pool of water into some enemies will jump Which if they are ignited. Coordinated attacks can be used to ignite and force players into the water while team-mates ambush them from below.
- Great care must be taken when using the sewers to enter the enemy's base. Remember that the Pyro's primary weapon does not work while underwater, and that enemies can put out flames easily. However, the sewers so significant Provide cover from enemy snipers, Which can allow flanking ambush Pyros to perform very easily.
- A Pyro with the Flare Gun can take advantage of the enclosed nature of the sewers and rain flares on the enemy from a distance. Especially in the long stretch, a Pyro can land with good aim Critical flares and delay an advance for a significant amount of time.
== 20px [[|Template:Dictionary/classes/]] == Demoman
- If the enemy manages to get your intelligence, place sticky bombs at the top of the long stairs and into the doorway of the spiral. By standing in the hay room and watching the Intelligence compass, you can accurately predict when and from Which exit the enemy will appear.
- When the intelligence has been dropped, the enemy may make a dash to retrieve it before the timer resets. Sticky bombs drop around the exposed Intelligence and wait. Often even visible Sticky bombs will be ignored by the scouts rushing Intelligence. Detonate and repeat. If you are under fire, move out of sight and listen for the alert, or watch the compass intelligence to know when the intelligence is being picked up
- Standing on the grate next to the hay loft Allows you to rain Grenades and place sticky bombs in the area below and affords you some protection from incoming enemy fire.
- In the Intelligence room, place sticky bombs So that they appear to be right inside the intelligence, hidden from view, and stay in the room and detonate when a Scout attempts to take it. Watch out, because critical sticky bombs can ruin this tactic, since their glow will be visible causing the scout to hunt you down before attempting to take the intelligence.
Sticky Bomb === === jumps
- It's possible to sticky jump into play ment, a Particularly effective strategy, in combination with The Eyelander, to surprise any snipers.
- You can jump up through the grate with a single sticky, a useful strategy if you need the intelligence.
Sticky traps === ===
- All enemies entering your base will have to pass through the Courtyard to access the Intelligence, with the exception of Soldiers, Scouts, Engineers, and other Demomen. This makes it ideal to spot for a Demoman Sticky Bombs to set up. Above each of the two ground-floor doorways, and spot on the wall between those doorways, these are hard to. Enemies entering the room GeneRally stick close to the wall to avoid sentry gun fire from above. Scouts can sometimes slip in before you see them, but still sticky bombs on the wall between the doors will stand a good chance of taking them out.
- The roof of the bridge is capped on each end by a triangle-shaped piece of wood. This area can not be seen by approaching enemies. By placing sticky bombs here, you can eliminate open travel across the bridge (eight sticky bombs in this position wants to kill a fully healed Heavy Medic combo).
- A Demoman on defense can Essentially cut off enemy advances into his team's continued by placing sticky bombs on the top of his team's grate. Sticky bombs placed atop the grate are able to splash damage enemies passing underneath the grate. It is difficult for enemies to destroy the bombs or move from this position, and if enemies attempt to do so, they will often leave themselves open to attack from your pipe bombs. Typically, 4-6 well placed stickies (you'll want an even spread, leaving you a somewhat predictable kill zone) can take out most enemies but passing under the grate, why not use all 8? Just be sure to keep your sticky launcher loaded. If you only use 4-6 stickies on the grate, that will leave you a couple stickies that you can place at the doorway at the top of the spiral stairs, essentially cutting off that path for Scouts, Demomen, or Soldiers trying to enter from the Sniper deck. You can monitor all of these stickies by standing in the corner just behind the grate (protecting your back from Spies). You can lob grenades through the grate thus opening out the two front doors of your base from the grate.
- If your opponents wise up to your strategy, then try standing on the front side (water side) of the grate. This makes it practically impossible for you to monitor the stickies around the doorway at the top of the spiral stairs, but It allows you to put stickies at the corner of the sewer grate nearest the stairs, cutting off that path Allows you camping the grate to defend several enemy attacks. For example, if enemy Engineers try building on the bridge, you can go to the sniper deck and spam the bridge with grenades (be careful to stay out of enemy sniper scopes). Say some opponents entered your base and start attacking the Engineers who have setup Sentry Guns in the courtyard, you're only a few feet away, so you can easily help them (remember that stickies are very useful for defending over charges by 'bouncing' the Übered players around, possibly breaking the connection over). If opponents are pouring out of the sewer, just drop through the grate and spam grenades with the sewer stairs for a few easy kills.
- While camping the grate, it is important to take out the high priority targets like Medics (who may have a charged over). If the Medics eventually learn that they can not get past you without using their over, then they are forced to use it early, negating their ability to destroy defenses Engineer in the courtyard. Other high priority targets are Demomen and Soldiers, because they pose the most threat to you. Either one of these classes can fire bombs / rockets through the grate, making your life difficult. If you do need to retreat, you can still pipe bombs or fire stickies onto the grate to splash damage players passing under the grate (probably the same players who just chased you off).
- First, place sticky bombs on the first three left wall of the left intelligence room corridor, near the entrance, as shown. These three bombs should not be seen by enemies coming from the spiral, but should be able to kill anyone that enters the corridor.
- Next, place another three sticky bombs on the left wall of the right intelligence room corridor, near the corner, as shown. As with the first bomb spot, they should be placed so they are not visible to enemy attackers until they turn the corner.
- Finally, place the remaining 2 Sticky bombs near the intelligence, in the middle of the basement, or around the corner of the L-shaft exit left. You are unlikely to actually use these, but their mere presence can make attackers hesitate before making their move, giving you more time to react. Since three Sticky bombs is enough to trap each corridor, these two remaining bombs are basically free-form, but remember that placing them too far forward may alarm enemies and make them wary of other traps.
- When the sticky bombs have been placed, position Yourself with your back to the basement resupply room, so you can see enemies coming from either of the basement entrances, and keep your Grenade Launcher ready to use.
Heavy
- The areas inside of each respective base are ideal for heavy play. The tight quarters Prevent enemy players from being able to escape your fire except at longer ranges, and the enclosed corridors and multiple corners allow for many ambush opportunities.
- If attacking the enemy base, beware of being ambushed from behind, especially when under the grate. The enemy has access to multiple avenues with Which to attack you from, and your slow speed can Prevent you from escaping in a timely manner if things go bad.
- Beware of enemy Sentry Guns that Engineers may place in their courtyards. These are often placed yourself at angles where you can not attack without exposing, so your best bet is often to leave them to other classes.
- Due to the wide-open area between the two bases, spinning up your gun is only recommended if you can get under the cover of the bridge awning, as snipers can easily pick you off otherwise.
- The sewers Provide an ideal way to enter the enemy base without the risk of being killed by snipers. The enclosed corridors Prevent enemies from dodging your fire down, and the water under the bridge can be used to ambush any enemies that try to jump.
- Capturing the enemy team's intelligence should not be your first priority, as even with the GRU you are not as fast as most other classes. Instead, try to use your fire power to cover your team mates as they attempt to capture it. Your mere presence can be used to attract enemy attention and give your teammates a chance at a successful capture.
== 20px [[|Template:Dictionary/classes/]] == Engineer
The following locations should be considered when constructing a Sentry gun
- On the ledge in the ramp room. It is important to place it no further out that the middle of the ledge (if you place it at the corner the Sentry Gun can be shot from the Battlement without triggering it) and as close to the edge as possible, not at the corner, otherwise it can not see down to the ground to fire upon incoming hostiles. By being up on the ledge, you cover the entire room, and there is only one way to destroy it without putting the attacker in range of the Sentry Gun. To destroy it, the attacker must come up from under it, and splash damage it from below, or clip the corner of the Sentry Gun with their weapon. If the Sentry Gun is placed at the junction of the right side ramp and the top ramp, then it blocks the movement of enemy Spies into the hay room and has a shorter arc to turn in, to lock onto enemies.
- Note: On the Xbox 360 and PS3 version, Soldiers can use their rockets from below the Sentry Gun to damage on top. This is an exploit, although it still must be warned against as many a soldier who knows the Sentry Gun's position can simply blow it up from the bottom of the ramp room.
- Across from the respawn area in the corner of the hay room. Place a Dispenser in the corner against the wall separating the grate doorway and the room. Then place the Sentry Gun against the wall (use alternate fire to rotate it) by the dispenser facing the doorway to the spiral. This Sentry Gun covers the grate and Battlement, Which if the previous Sentry Gun was placed, not only protects the hay room, but so Prevents access to the only other entrance to the Intelligence.
- In front of the fire extinguisher on the spiral. This is very important if you want to eliminate scouts coming from the second floor trying to grave the Intelligence that use the spiral. Since your placing the Sentry Gun in front of the fire extinguisher, this is the mid point of the spiral. So this spot is not visible from the entrance of the spiral. Build a dispenser sideways on either side, then place the Sentry Gun in front of the fire extinguisher wall. This is a good yet uncommon way of taking out opposing scouts. Soldiers and Demoman who rocket / sticky jump to the top floor and enter from the spiral will therefore be surprised.
- The 'mid' point in the sewers. It'sveryimportant that you build it facing theshortpipe, and not the long stretch. Do not build it in the corner facing both pipes (it can be damaged splash there). Instead you want to build a dispenser against the wall in the corner (facing the long pipe) and then build the Sentry Gun in front of the dispenser (angled so it is facing the short pipe). What you end up with is a dispenser flat against the wall with the long pipe in it, and the Sentry Gun up against the dispenser, but facing the short pipe. There is no way to get enough splash damage on the Sentry Gun from this position to blow it up easily, and it locks down the sewers. This can then be used offensively by building it into the enemy base. Of course, you still must watch out for Spies, who over such a short distance will be fully cloaked and be able to come right up to you before Decloaking. If your back is visible, they will be able to back stab you with surprise. The Sentry Gun will then kill them, but without its engineer, it is much more vulnerable.
- In your intelligence room, in the 'short' corner (the corner between the two doorways). The placement of this Sentry Gunisvery tricky to get down perfect, but if you do, it's very hard to take. To place this correctly you should Sentry Gun to put it as far into the corner as possible (use alternate fire) and at a 45 degree angle. Next you want to place your dispenser in front of the Sentry Gun, but rotate it so that the short side of the dispenser block is what's the Sentry Gun's field of view. The dispenser should be placed just off center, so as to not block the line of sight to either the intelligence or doorway. An alternative is to place the dispenser out of sight behind the desk it is much more vulnerable but often goes unnoticed.
- Under the enemy grate. This is a very unlikely position to attain and hold. However, if you can get a gun built here, it is possible to jump onto your gun and then jump up to place a teleporter exit on their grate. If you end up in a game where the enemy is level the battlefield in their ramp room but otherwise letting you walk in their front door, you could utilize this strategy to surprise them.
- Rather than a permanent location, you can use either the spiral staircase opposite the main spawn room, or the short staircase from the courtyard to box in your enemy once they have your intelligence. Drop a Sentry Gun at the end of one escape route (a Mini-Sentry is best-suited for this!) And take the other route to box yourself escaping the enemy in the basement. A flag-carrying opponent will more likely try to avoid combat with you or the Sentry Gun, and focus on escaping with the briefcase.
Stacking the Intelligence Room === === This strategy is rather simple to execute and very efficient to enforce. It Comprises building a sentry gun on top of or directly next to the intelligence briefcase, and a dispenser directly behind the Engineer. A teleporter exit should be placed in the intelligence room as well, so that teammates can speedily access it (to support the Engineer). The Engineer wants to sit on the table between his and his Sentry Gun Dispenser and simply wait for an enemy to enter the room.
The ideal placement of Buildings for this strategy is: having the dispenser to the side of the desk nearest the window but with space behind for the Engineer to stand, and having the Sentry Gun to Be Positioned to cover both entrances and as much of the room as possible. The Engineer can then sit in the Sentry Gun nest with his back covered.
As an Engineer, so you could consider teleporter near to placing the intelligence room. Many Spies will be unable to resist sapping these on their way to the intelligence room, giving you an advance warning of their approach, even if the spy has his Cloak activates afterward.
The most common methods for fightingagainstthis form of Engineer-stacking defense are:
- An on charge d Soldier, Pyro, Heavy or Demoman.
- Two Spies; one spy will try to sap the Sentry Gun and the other to take the intelligence.
- A Demoman Stickies or firing Grenades from a safe position.
- A Soldier firing rockets at the Engineer (and not his Sentry Gun) from a safe position.
If you are having trouble dealing with enemies using this method, one tactic is to fire at enemies from the hallways that lead to the basement with either your Shotgun or Pistol. Once an enemy spots you, run quickly back to the intelligence room, as if you were fleeing in fear. By doing this, you may lure in unsuspecting player into hunting you to the intelligence room, and having the player meet his demise in the form of your Sentry Gun.
Booby trap the Moat === ===
If the opposing team is abusing the Sewers of your team, you can stop them quite easily.
First build a Sentry Gun in the water-filled moat directly under the bridge or in one of the corners Which are closest to the enemy side of the Sewers. This is quite useful for you (and your team), scoring both for easy kills and playing mind games with your opponents. This works especially well for the BLU team as their buildings blend in with the water slightly. However make sure that you are not found by an enemy whilst erecting your Sentry Gun, for you are an especially easy target for during this time. Engineers will often abstain from upgrading their Sentry Gun to level 3 as long as possible in the Water, as the rocket module has just enough height to poke above the surface of the moat, grabbing the attention of Soldiers, Snipers, and Demomen.
Forward Base in the Water === === Build a teleporter exit in the small room that connects the sewers to the stairway leading up into the enemy base. This area can then be controlled by building a dispenser (usually at the bottom of the stairs) and a Sentry Gun. This forward teleporter Allows newly-spawned players to proceed quickly deep into the enemy base without having to fight their way over the bridge or through the sewers.
The largest downside of this strategy is that all of your buildings may be taken down with ease by a skillful Soldier, Demoman, or a small group of enemies who are working together. One Way to Help Prevent your base from being destroyed with ease is to have a place to Engineer Sentry Gun in the water under the bridge. As it is under water, enemies will not notice it at first and wants Therefore Be Hard to attack. If you have some team-mates in the sewers with you helping defend your buildings and hold the territory, then your base will be very hard to take down short of an enemy of charge.
Forward Base in the Enemy Front Door
Build a dispenser and a Sentry Gun in the right-side entrance of the enemy base. For maximum effect, there should be two Engineers there to keep the Sentry Gun intact, and one or two Pyros to root out Spies who come to sabotage the operation. This makes it surprisingly defensible position difficult for enemies to enter and exit their base. The common configuration is to place the dispenser in the corner of the room, sandwiching it between the Engineers and the Sentry Gun. However, this plan is rather quickly defeated by a single eight laying Demoman sticky bombs into the area via the grate room. From there, he can lay the sticky bombs with impunity, and detonate them, destroying the entire base possible and getting a few kills in a single blow.
=== === Flanking Engineer Place your sentry gun against the intelligence, either on top of it, or in the corner against the glass. This way, when enemy Soldiers, Heavies, and Demomen come around the corner, they get shot and immediately back away. After the enemy has retreated and can not see you, immediately go into the alternative corridor and flank the opponent. This also works well with a Medic and Medic buddy pairs, flank the pair while they are concentrating on trying to take down your Sentry Gun, kill the Medic and retreat back to your Sentry Gun to repair it. The short corridors in the basement are perfect for trapping your opponents between your Sentry Gun and fire your weapons, and as this investigation can be a very deadly form of attack for an Engineer.
Medic
- In general, always try to venture out onto the bridge area only when there is already a friendly presence there. Enemy snipers will rarely pass up the chance to kill a Medic.
- The Crusader's Crossbow is a useful weapon for countering or suppressing enemy snipers firing from their team's Battlement. While the odds of getting a kill are fairly low, simply preventing a sniper from getting a clean shot is often enough to succeed.
Sniper
- Sniping from the ground floor in the dark areas near the base Relatively safe exits gives a view of the upper tier.
- Shooting from the water can take out the opposition on the bridge or the far bank
- 2Fort is an excellent sniper's map, but as the common strategy reads, you need to switch locations. An example would be to start on the supply side room of the sniper deck. Put your back against the corner, this gives you a clear view of the opposing team's supply side room, and helps you resist Spies. The only way Spies can really get you is shooting or stabbing though your frontside Which, by the time you notice, you can heal up, then kill the Spy. After a few kills, it's best to move down to the lower side, any users that may switch to sniper will expect you to be on the sniper deck, going down on the lower deck can really give you the advantage. Going outside and to either corner is good because this gives you the top and bottom decks of whichever side you chose, and the bridge. If you chose the left corner, you can take out any foes on the right lower deck, but is rather difficult to get good aim. Finally, going back up on the sniper deck and sniping though the windows is a good option. The enemy will fear using the bridge, and will most likely take the water, the windows on the sniper deck give a good view of the water. Enemy sniper might try and corner you with each sniper at opposite ends, it's best to take them out one by one, but the sniper deck windows gives you a clear vantage point for the attempted counter.
- Jarate here is an excellent choice. Even blind Jarate tosses to coat entire bridge can potentially push. It is therefore possible to hit across the bridge with Jarate from a jumping high arc throw from the Battlement, this can be good if a just missed Spy that cloaked got away, and you have an approximation to his location, leaving him vulnerable to Kill or forcing him to the water.
- Scouts are therefore a problem for snipers here, almost more so than a fellow sniper. It's a common tactic for Scouts to rush your Battlement by hopping from theirs and running the top of the bridge. Though, a quick, well timed shot at the zenith of their jump can knock them out of the sky or at worst send them off course and into the ground or water. If a scout actually makes it across, it's for the better to fall back to resupply and plan to ambush, or let someone better at close quarters handle the situation. However, you can make them rethink their decision by a quickly thrown Jarate, Which Will usually make a Scout turn tail.
Spy
There are four main tasks for a Spy on 2Fort:
- Killing Snipers on the Battlement
- Destroying Sentry Guns
- Killing enemy players as they cross the bridge
- Getting hold of the enemy intelligence
- Creating a sense of paranoia Which results in one or more enemies to be distracted from what really matters, the brief case.
The best way to get into the enemy base is to run from the spawn over the sniper deck and into the water. Cloak before you come out onto the Sniper deck, so that you are fully invisible as you step out and fall down into the water. It is therefore possible to jump across the poles on the outside of the bridge. This is effective at avoiding and getting around Spy-checking but looks highly suspicious when decloaked. Once you're under the bridge and so well shielded from above, uncloak. Do not forget to get your Revolver out - you're running towards the enemy in a narrow passage, so the Knife is not useful. Run through the sewers and up the stairs into the enemy base. Once you get to the top of the stairs you then have a choice, you can take the left passage, if you want to go for the intelligence, or you can go straight on, if you wish to attack enemy sniper on the sniper deck.
If you go left, the ten seconds of Cloak is just the right amount to let you be fully cloaked as you turn into the longer passageway leading to the open air area, and remain cloaked right up until you're far enough down the back stairs to the basement that you will not be seen. You then continue down into the basement, dealing with whatever is down there and then taking the intelligence.
If you go straight on, Cloak as late as possible before coming into the open air area and running up the main stairs. Then cross over into the sniper deck and kill the sniper there. Once you've done this, do not stay on the deck, when they respawn, they'll be looking for you. Either drop back down to your own base for a quick break, or better, run into the room and ridges disguise as a Demoman. You're out of sight, and if someone does come in, there's a chance they may think you're holding a Sticky Bomb trap from that position.
Although it is a bit tricky, it is possible to crouch on the edge of the bridge and walk along it to the other base. Search tactic will save you from random spam going on the bridge and if you get ignited by a pyro there is always a chance to drop in water. Naturally, this is best done with Cloak and Dagger.
If there is more than one sniper on the deck (And there usually is) They might notice you backstabbing their buddies. As the sniper decks are fairly cramped, they'll usually pull out their Kukri and charge you. To circumvent this, the best strategy is to run around the structure in the middle of the sniper deck, Cloak, and then crouch walk onto the tiny ledge that surrounds said structure. You can then laugh as the Sniper runs around, swinging his kukri and everyone and everything. This so give your OWN Snipers a good giggle, and an easy target. Snipers will eventually catch onto this strategy, and try to get onto the ledge as well ... all the more fun for your own snipers. Just remember:This ledge can save your life.
If however you simply want to get kills, a good place to wait is up against the front of the opposing continued. Enemy players GeneRally spawn and then run to the sniper deck and fall off to the area in front of the bridge, very few players actually exit via the ground floor. As such, a Spy waiting up against the front of the fort is not seen and is behind the enemy players as they run down the narrow, straight bridge.
Disguising as a Demoman in the basement where the intelligence is found is so good. Wait in front of the resupply and if any Engineers or Demomen come down, wait until they go into the intelligence room or into the resupply. Right when they come out again, stab them. But this will only work once, usually, because the victim wants to report to his / her team (Unless he / she does not have a mic!).
A good spot to recharge your Cloak in the enemy base is behind the boxes / barrels near the entrance to the enemy's sewers while crouched. This area is hardly checked, and if your team is attacking the enemy from sewers, this serves as a good chance to back stab any enemies running past you.
The best spots are archetypal Cloak computationally usually in blind spots or corners. Popular and well tested recharge spots include:
The front wall of the enemy continued oppsing, The corner in the water right next to the staircase in the sewers, and the corner at the upper level exit of the spawn that has multiple exits. There are a lot more to try out, but these spots are the most effective Generally for both recharge purposes but that is the element of surprise and as a result backstab.
Multi-Strategy Class
Knock back
- Knock Back is of little use here, but can be useful for knocking off the enemy sniper upper deck, and hoping to kill them with fall damage (Or at least, throw off their aim.)
Invulnerability == == Main articles: on the charge and Bonk! Atomic Punch
Good plces invulnerability to use include:
- The enemy courtyard. It is usually full of Sentry gun s, but crucial to capturing intelligence, so it is useful to turn invulnerable and burst through their guns.
- The enemy sewers. If the opposing team is camping out the sewers, it should not be too hard to burst through with a well placed invulnerability.
Ambushing
- The sewer entrance into the respective bases have various blind spots that can be exploited, Particularly just above the stairway into the base and the corner just next to the entrance. It is therefore possible to jump down into the sewers from the outside, and box players in and deny them the ability to reach the water.
- Hiding on the Battlement and watching the bridge area is a good way to ambush enemy players as they attempt to push across. When playing as RED, the shadowed areas on the left side of the battle ments can be used as concealment.
- The base entrance into the sewers are therefore a good place to ambush players when on RED. As the RED base has a stack of crates just outside of the entrance, they can be used as concealment quick passing to fool enemies.
- The outer walls of the enemies are therefore continuing to exccellent place to ambush enemies dropping down from their battle ments. With enough help Engineers may be able to set up a sentry or a complete nest for a temporary stronghold.
== == Useful Shortcuts
= Team = Strategy Single Class Rushes == == === === The Scout Rush This will only work for GeneRally capture the first intelligence of the game. Split your team up into two teams of scouts. Referred to come 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 Battlement, 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 second capture almost.
Multi-Class Pushes == ==
Controlling the Sewer === === Firstly the team attempting this strategy must clear the enemy team's Sewer of enemies. After clearing out the enemy's Sewer, an Engineer needs to build a dispenser and sentry gun at the inner corner of the room Which connects the two main pipes in the Sewer. He then has to build a teleporter exit near to his dispenser and a teleporter entrance at his spawn, for quick access to the enemy Sewer.
This strategy will help your team mates get to the enemy base quicker. As a precaution, make sure that down the Sentry Gun is in a good spot for firing at enemies who approach the sentry gun nest and not in a spot where it will be easily have its Health chipped.
Sniper's can stay at either end of the tunnel, at the top of the stairs, or at the Sentry Gun and containing enemy progress. This helps stop people coming into the sewer or where people leaving the Sentry Gun is.
=== === Invade Through the Sewers
If your enemies are foolish enough to leave the Sewer entrance to their base unguarded, punish them by using the area to establish a foothold in their territory. To start with travel through the enemy Sewers to the stairs. Then ascend the stairs, and place a dispenser to the left of the door Which leads to the ramp room. After that place a sentry gun directly in front of this door. An upgraded Sentry Gun in this position can effectively cut off the enemy's access to the entire first floor of their base. A teleporter exit placed behind the stairway can be used as a safe entry point for your team. The only weakness of this system is that it is possible for an enemy Demoman Grenades to lob at the turret from the stairway, however this is easily negated by having a Pyro nearby.
This setup is nearly impenetrable without an over charge from the other team.
Invade the Enemy === === Intelligence Room
One strategy is to set up defenses room and a teleporter in the enemy's intelligence. This is difficult to achieve; a single engineer can potentially sneak into the room and set up defenses down, but he is extremely vulnerable and can be easily taken.
To start with, use a coordinated rush and have your team mates guard you while you build. Save a solo trip for instances when the enemy has almost totally gone on the offensive, but has neglected their defense. If the enemy team has Sentry Guns set up at the entrance to your gone, you can perform a suicide run to try and count the Sentry Guns assembled, or change to the Spy, and Cloak to do the same with a reduced risk of dying. Once you have an idea of how well their base is defended, switch back to engineer, set up a teleporter entrance, and take to gain entrance to the Sewers. Beware enemies coming through your sewers, although the enemy Sewer should be empty. When you reach the ramp room, make sure to take the stairs closest to the staircase Which leads to the enemy intelligence, Which is the safer way into the intelligence room. Generally, spawning enemies will leap off the Battlement, and will be less likely to enter the ramp room. Do not use the Spiral, as spawning enemies can spot you. When in the intelligence room, set up a Sentry Gun first. It is your best defense, Which you will need when setting up alone. Build a dispenser next, using the Ammo cache outside the room to stock up on Metal as it builds. Once the Sentry Gun is fully upgraded, place the exit teleporter. Alternatively, build the teleporter exit first, and tell your teammates to take it and cover you while you build your dispenser and your Sentry Gun.
If successful, you now have an excellent foothold in the enemy base. You can easily reach home the other team's intelligence, and the enemy will be almost unable to capture yours, being cut down by Sentry Guns at the stretch. Things to look out for especially are Spies, charged over opponents and Demomen.
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