Difference between revisions of "Community Lakeside strategy"
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=={{class link|soldier}}== | =={{class link|soldier}}== | ||
− | + | * The approach to the capture point requires approaching by the low ground. [[Rocket Jump]] to reach the point quickly, but be careful of enemy Snipers and Sentry Guns. | |
+ | * The [[Direct Hit]] is useful because the opportunities for splash damage are already somewhat limited, and is also effective against Snipers in their confined nests. However, it is not as good at suppressing the enemy team. | ||
+ | * The large amount of health items available means that the [[Black Box]] is less useful than the standard [[Rocket Launcher]] on this map. | ||
=={{class link|pyro}}== | =={{class link|pyro}}== | ||
− | + | * There are several approaches to the capture point. Take advantage of these to flank the enemy team as they attack teammates. | |
+ | * The only area with water is near the full health kit next to the capture point. Remember that enemies that are on fire will often run for this location. Shoot them with a secondary weapon before they can flee. | ||
+ | * The flanking opportunities on this map offer many rewards Pyros using the [[Backburner]]. Few opponents will watch all the available exits for their team, which allows stealthy Pyros to inflict considerable critical damage on the enemy. | ||
=={{class link|demoman}}== | =={{class link|demoman}}== | ||
− | + | * Consider using the [[Scottish Resistance]] to control the entries to the room containing the full health pickup. This will prevent enemies from reaching the health or flanking teammates. It also allows a chance to control access to the capture point itself. | |
+ | * The area around the capture point is large and open. This offers more room for grenades and sticky bombs to fly uninterrupted. Arc grenades and sticky bombs over the capture point to push back the other team. | ||
=={{class link|heavy}}== | =={{class link|heavy}}== | ||
− | + | * Try to control the room containing the large health pickup surrounded by water, next to the capture point. This room is extremely confined and enemies will quickly fall to the Minigun, especially if they get caught in the water. It also gives access to the control point, to block enemy captures. | |
+ | * Avoid being out in the open. The map has a large amount of clear space around the central area, which is ideal for Snipers. | ||
+ | * Be wary of spies. There are numerous paths they can take to approach from behind. | ||
=={{class link|engineer}}== | =={{class link|engineer}}== | ||
− | *Because there are not many effective choke points on this map, consider using the [[Gunslinger]] for temporary sentry support. | + | * Because there are not many effective choke points on this map, consider using the [[Gunslinger]] for temporary sentry support. |
+ | * An alternative is to set up at a distance and employ the [[Wrangler]] to support the team, but this setup is vulnerable to Spies. | ||
+ | * Make sure to build a [[Dispenser]] as quickly as possible. Ammo pickups are spaced far apart on the map, and teammates will need much more than the map provides to push the attack. | ||
=={{class link|medic}}== | =={{class link|medic}}== | ||
− | + | * Health is plentiful on this map, but remember where the healing pickups are anyway. The numerous paths on the map mean it is very easy for a priority target like a Medic to be flanked or ambushed by a powerful close-range class like the Pyro or Scout. | |
+ | * If using the [[Kritzkrieg]], consider applying its charge to a Heavy instead of a Soldier or Demoman. The Heavy's bullets can quickly dominate the central area, which the Soldier and Demoman would not be able to do as effectively because of the wide space. | ||
=={{class link|sniper}}== | =={{class link|sniper}}== | ||
− | + | * There are several platforms, stands, and high areas to take advantage of long lines of sight. Use these to support the team from a safe distance, but be careful of enemy Spies, Pyros, and Scouts. | |
+ | * The wooden platforms overlooking the point are a good place to snipe from, but there is little room to maneuver. Avoid being caught by surprise in these sniper nests. | ||
=={{class link|spy}}== | =={{class link|spy}}== | ||
− | + | * As with the Pyro, take advantage of the numerous routes available. There are several ways to approach enemies from behind. | |
+ | * Compared to health, there are markedly fewer ammo refills on the map. Keep this in mind when recharging the [[Dead Ringer]] or normal [[Invisibility Watch]]. | ||
+ | * The number of health refills means that it is easier to escape a bad situation and heal, without being forced to rely on an enemy Engineer's Dispenser or the enemy's Medics. | ||
{{Map strategy}} | {{Map strategy}} |
Revision as of 05:58, 23 May 2011
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Community Lakeside strategy | |
---|---|
Basic Information | |
Developer(s): | Unknown |
Map Info | |
Environment: | Egyptian |
Setting: | Daylight, sunny |
Map Photos | |
General
Scout
- As a Scout when your team has capped the point, harass the enemies as they head towards the capture point.
- Use the stone wall by the medium health kit on the side to reach the enemies battlements and harass there Snipers.
Soldier
- The approach to the capture point requires approaching by the low ground. Rocket Jump to reach the point quickly, but be careful of enemy Snipers and Sentry Guns.
- The Direct Hit is useful because the opportunities for splash damage are already somewhat limited, and is also effective against Snipers in their confined nests. However, it is not as good at suppressing the enemy team.
- The large amount of health items available means that the Black Box is less useful than the standard Rocket Launcher on this map.
Pyro
- There are several approaches to the capture point. Take advantage of these to flank the enemy team as they attack teammates.
- The only area with water is near the full health kit next to the capture point. Remember that enemies that are on fire will often run for this location. Shoot them with a secondary weapon before they can flee.
- The flanking opportunities on this map offer many rewards Pyros using the Backburner. Few opponents will watch all the available exits for their team, which allows stealthy Pyros to inflict considerable critical damage on the enemy.
Demoman
- Consider using the Scottish Resistance to control the entries to the room containing the full health pickup. This will prevent enemies from reaching the health or flanking teammates. It also allows a chance to control access to the capture point itself.
- The area around the capture point is large and open. This offers more room for grenades and sticky bombs to fly uninterrupted. Arc grenades and sticky bombs over the capture point to push back the other team.
Heavy
- Try to control the room containing the large health pickup surrounded by water, next to the capture point. This room is extremely confined and enemies will quickly fall to the Minigun, especially if they get caught in the water. It also gives access to the control point, to block enemy captures.
- Avoid being out in the open. The map has a large amount of clear space around the central area, which is ideal for Snipers.
- Be wary of spies. There are numerous paths they can take to approach from behind.
Engineer
- Because there are not many effective choke points on this map, consider using the Gunslinger for temporary sentry support.
- An alternative is to set up at a distance and employ the Wrangler to support the team, but this setup is vulnerable to Spies.
- Make sure to build a Dispenser as quickly as possible. Ammo pickups are spaced far apart on the map, and teammates will need much more than the map provides to push the attack.
Medic
- Health is plentiful on this map, but remember where the healing pickups are anyway. The numerous paths on the map mean it is very easy for a priority target like a Medic to be flanked or ambushed by a powerful close-range class like the Pyro or Scout.
- If using the Kritzkrieg, consider applying its charge to a Heavy instead of a Soldier or Demoman. The Heavy's bullets can quickly dominate the central area, which the Soldier and Demoman would not be able to do as effectively because of the wide space.
Sniper
- There are several platforms, stands, and high areas to take advantage of long lines of sight. Use these to support the team from a safe distance, but be careful of enemy Spies, Pyros, and Scouts.
- The wooden platforms overlooking the point are a good place to snipe from, but there is little room to maneuver. Avoid being caught by surprise in these sniper nests.
Spy
- As with the Pyro, take advantage of the numerous routes available. There are several ways to approach enemies from behind.
- Compared to health, there are markedly fewer ammo refills on the map. Keep this in mind when recharging the Dead Ringer or normal Invisibility Watch.
- The number of health refills means that it is easier to escape a bad situation and heal, without being forced to rely on an enemy Engineer's Dispenser or the enemy's Medics.