Difference between revisions of "Community Medieval Mode strategy"

From Team Fortress Wiki
Jump to: navigation, search
(Sniper)
(trimming)
Line 89: Line 89:
 
Due to the [[Grenade Launcher]]s and [[Stickybomb Launcher]]s being unavailable, you should equip [[Ali Baba's Wee Booties]] and one of the Shields.  
 
Due to the [[Grenade Launcher]]s and [[Stickybomb Launcher]]s being unavailable, you should equip [[Ali Baba's Wee Booties]] and one of the Shields.  
  
* The [[Chargin' Targe]] has better passive defensive bonuses against fire and explosions making it a better choice wwhen facing Volcano Shard Pyros and Ullapool Caber Demomen.
+
* The [[Chargin' Targe]] has better passive defensive bonuses against fire and explosions, making it a better choice when facing Volcano Shard Pyros and Ullapool Caber Demomen.
* The [[Splendid Screen]] on the other hand is more powerfull offencivly with a more powerful shield bash that comes out quicker.
+
* The [[Splendid Screen]], on the other hand, has more offensive power with a shield bash that can oneshot weaker enemies with enough heads.
  
The Demoman has the most melee weapons of any class; try out different ones in Medieval Mode:
+
* With either shield, Demomen can use the rock outside BLU spawn as a ramp and charge onto the RED battlements quickly, allowing him to take out enemy Snipers or rush the final point.
*The [[Bottle]] and [[Frying Pan]] allow you deal consistent damage to your enemies, however the [[Pain Train]] is a superior choice when on offence due to its added capture speed with the only drawback being the charge of other Demomen doing 10% more damage to you.
+
 
*The ability of the [[Eyelander]] and the [[Horseless Headless Horseman's Headtaker]] to collect heads, as well as its larger range, can be very useful by providing a better chance of hitting your opponent, as well as a health and speed boost with each head taken (at the cost of being unable to deal random Critical hits).
+
The Demoman has the most melee weapons of any class. Try them out:
*The [[Scotsman's Skullcutter]] in combination with the Chargin' Targe can work very well due to its higher damage and chance of random Crits, although the 15% move speed reduction should still be considered.
+
*The [[Bottle]] and [[Frying Pan]] are reliable weapons with no drawbacks, though the [[Pain Train]] is a much better choice for offense as it provides a capture bonus and only the Demoman's charge is affected by its damage vulnerability.
*The [[Claidheamh Mòr]] is only useful when used with the Chargin' Targe, as it increases your charge range considerably, but the lack of random Crits and lower health make it a risky choice. It is worth noting however that when playing on RED, you have just enough setup time to jump down from the battlements into the field and charge between the two boulders on the right to meet oncoming BLU players atop the hill. Since this is a highly trafficked area, especially at the start of the round, and since the hill provides cover until you are close enough, you are almost guaranteed a kill on medium classes, provided you don't miss.
+
*The ability of the [[Eyelander]] and the [[Horseless Headless Horseman's Headtaker]] to collect heads, as well as their larger range, is very useful, especially once the Demoman builds his health and speed bonuses. They cannot crit and reduce the Demoman's initial health, however.
*The [[Ullapool Caber]] is the only weapon capable of causing explosive damage (barring the Soldier's [[Kamikaze]] taunt), and can easily take out a cluster of enemies with a full Crit charge.
+
*The [[Scotsman's Skullcutter]], with its increased damage and ability to crit, can be extremely effective (especially when combined with a charge). Its move speed reduction can be an issue, though.
**Use the [[Ullapool Caber]] with the [[Chargin' Targe]] for your own Kamikaze attack. This is especially useful when a crowd of enemies are on the final point, as a fully charged Caber can either easily clear the point for capping (BLU) or stop the capping (RED). Remember that you can hit the floor if there are no enemies nearby; at the end of a charge it will do Crit damage to any enemies in range of the explosion.
+
*The [[Claidheamh Mòr]] is only useful when used with the [[Chargin' Targe]] to take advantage of the increased charge length. RED Demomen who are quick and lucky can potentially charge into BLU players heading to point A, scoring a surprise kill as the match begins.
**The blast knockback from hitting an enemy can lift you up from the ground to the castle's battlement, allowing you to distract Snipers if on offense or a quick getaway on defense. Though you will be severely weakened, you can count on the element of surprise to create a distraction to aid your teammates. This also allows you to start capping the final point the moment it becomes available, allowing for small "demo-rushes" of sorts, though you will have to make do with the reduced damage of the detonated caber when you are discovered. Additionally, you may choose to Caber jump just before the start of the round on BLU to see over the wall of your spawn. This will allow you to give your team prior warning as to who may be jumping off to meet your team, and where, and the position of enemy Snipers. This does however alert RED as to what class and load-out you personally are using.
+
*The [[Ullapool Caber]] is the only weapon capable of causing explosive damage (barring the Soldier's [[Kamikaze]] taunt), and can easily take out a cluster of enemies with a full shield charge.
*The [[Half-Zatoichi]] is a good weapon to use because the Demoman does not use a primary weapon and does not have to switch to his secondary. Keep in mind, however, that an enemy Demoman or Soldier wieldng the Half-Zatoichi can kill you in one hit, and vice versa.
+
**This is extremely useful for clearing control points, especially the final cap of [[Degroot Keep]]. Remember that you can hit the floor if there are no enemies nearby; at the end of a charge it will do crit damage to any enemies in range of the explosion.
* The [[Persian Persuader]] is a good choice because it's downside is rendered null because none of the Demoman's permited weapons use ammo.
+
**The blast knockback from hitting an enemy can lift you up from the ground to the castle's battlement, allowing the same strategies as a Demoman using a shield charge to ramp up there; this will leave you with less health and a less effective exploded caber, though.
 +
**The [[Sticky Jumper]] will negate self-damage from the Caber, but cannot actually be used. A Shield is usually a superior choice.
 +
*The [[Half-Zatoichi]] is a good weapon to use for the healing capacity, and the Demoman can't switch weapons anyway. Other Soldiers and Demomen with the weapon can oneshot you as easily as you can them, though.
 +
*The [[Persian Persuader]]'s charge recharge is extremely useful, and as no available weapon uses ammo anyway, it effectively adds extra health packs to the map.
  
 
==Heavy==
 
==Heavy==

Revision as of 12:43, 29 June 2011

Medieval Mode is a game mode added with the Australian Christmas update and is currently only activated by default on the map Degroot Keep. As only certain weapons are allowed, class balance is drastically altered from normal gameplay.

General

Available All Class items
Item icon Saxxy.png
  • By default, melee weapons have a 12% chance of Critical hits rather than the 2.5% chance of ranged weapons. Critical hits cause around 195 damage meaning all classes except Soldiers, Powerjack Pyros with a full overheal, Eyelander Demomen carrying 4 or more heads and Heavies can be killed in one hit. Be aware of this when using weapons that cannot deal Critical hits.
  • In Degroot Keep, the rocks around the tower at point B can be traversed by either team to surprise the enemy, although it is harder for BLU to scale the rocks onto the point. This is a recommended route for Scouts and Spies.
  • The console code "tf_medieval_thirdperson 1" can be used to aid in melee weapon aiming.
  • Placing a ! or a / before anything you say in chat will stop the auto translate feature.

Scout

Available items
Item icon Bonk! Atomic Punch.png Item icon Crit-a-Cola.png Item icon Mad Milk.png
Item icon Bat.png Item icon Sandman.png Item icon Holy Mackerel.png Item icon Boston Basher.png Item icon Candy Cane.png Item icon Sun-on-a-Stick.png Item icon Fan O'War.png Item icon Three-Rune Blade.png Item icon Atomizer.png
File:Backpack Home Run.png

Because the Pistol is unusable, always equip a drink.

  • Without the presence of Sentry Guns, Bonk! Atomic Punch is limited to distractions and escapes.
  • Because you must get into melee range to do damage, using Crit-a-Cola is very risky but can compensate for your lack of power.
  • Throw Mad Milk when you see a large gathering of players to get the most use out of it.
    • Remember that Mad Milk is also useful for spychecking. It is especially important for Scouts to do this since Snipers cannot use Jarate and Pyros lack an area effect fire weapon.

On the subject of melee weapons:

  • Because all of your weapons deal less damage than other classes, use your speed to your advantage and circle-strafe to get as many hits as possible while taking as few as possible yourself.
  • The Sandman's ball gives the Scout a ranged attack, albeit a very weak one, at the cost of fifteen health.
  • Because the only forms of explosive damage in Medieval Mode are the Ullapool Caber and the Kamikaze taunt, which can kill Scouts in one hit anyway, you can use the Candy Cane with relatively low risk and is, in this case, superior to the default bat and the Holy Mackerel, as it will allow you to get two health pickups per kill instead of one.
  • The Sun-on-a-Stick is a situational weapon, so only use it when your team's Snipers are frequently shooting flaming arrows or you have a Pyro using the Sharpened Volcano Fragment.
  • Try not to miss hits when using the Boston Basher/Three-Rune Blade or the self-damage will make you an easy kill. If you can, trying attacking near another object such as the wall or the floor. If the Boston Basher/Three-Rune Blade misses an enemy but strikes the terrain, it will not hurt you. With careful timing the self Damage can be used to boost the Scout over the walls of Degroot Keep but this leaves little health unless a health kit is found soon.
  • The Fan O'War can help teamates do Mini-Crits to enemy teamates, but leaves you practically defenseless. A hit and run strategy is best used with this technique.
  • When attacking, if your teammates are about to capture the second of the two outer points, wait by the main gate and you may be able to rush in and capture the final point before the defenders have a chance to react.

Soldier

Available items
Item icon Buff Banner.png Item icon Gunboats.png Item icon Battalion's Backup.png Item icon Concheror.png Item icon Mantreads.png
Item icon Shovel.png Item icon Equalizer.png Item icon Pain Train.png Item icon Frying Pan.png Item icon Half-Zatoichi.png Item icon Disciplinary Action.png Item icon Market Gardener.png
File:Backpack Kamikaze.png

As you cannot use any rocket launchers, and the Shotgun and Reserve Shooter are also not available, the Soldier is far more of a support class in Medieval Mode. Gunboats should not be equiped as the Soldier has no means of rocket jumping, Mantreads also suffer as there are less explosive weapons and it is much harder to get above and land on oppponents. You should use one of the Soldier's bugles, which can be quite useful to buff teammates in the absence of Übercharges:

  • The Buff Banner is extremely helpful when attacking the final point. Consider buffing friendly Snipers, especially if they can hit enemies with flaming arrows, as the afterburn will mini-crit as long as the Snipers are buffed. Buffing a friendly Pyro wielding the Sharpened Volcano Fragment will do the same. Bleeding is also affected by this, so coordination with your team is key.
  • The Battalion's Backup is, conversely, helpful when defending the final point, or when a Crit boosted enemy is about to charge in. If an enemy Soldier is using a Buff Banner, you may want to wait until he sounds his bugle, and then sound your own to cancel it out.
  • The Concheror works well when on the offensive as teammates must attack the enemy to gain the benefit.

In terms of melee weapons:

  • The Shovel or Frying Pan are good if you want consistent damage at all health levels, but the Pain Train should be used in place of either when attacking, as there are no bullets flying, and thus no added vulnerabilities. However the Demoman's shield bash currently counts as bullet damage and should be taken into account.
  • The Equalizer can be used if you can maneuver yourself well and avoid attacks. It's important to remember that the Medic's Medicating Melody taunt with the Amputator will not heal you if you have the Equalizer out. Additionally, the Equalizer's Kamikaze taunt is one of the few ways to cause explosive damage in Medieval Mode; try catching enemies coming around corners or charging into the final point off-guard.
  • Using the Battalion's Backup and Equalizer, try to take small amounts of damage to build up your rage meter. Then, switch to your Equalizer to make a quick escape, regroup with your teammates, unleash the rage and help mow down your enemies with the Equalizer.
  • The Half-Zatoichi is a good weapon to use because the Soldier does not use a primary weapon and rarely uses his secondary. Keep in mind, however, that an enemy Soldier or Demoman weilding the Half-Zatoichi can kill you in one hit, and vice versa.
  • The Disciplinary Action is good for speeding up slower teamates like Heavys but poor for self defence, making the Soldier even more of a support class.
  • As with the Gunboats, the absence of Rocket Jumping makes the Market Gardener a poor choice

Pyro

Available items
Item icon Fire Axe.png Item icon Axtinguisher.png Item icon Homewrecker.png Item icon Powerjack.png Item icon Back Scratcher.png Item icon Sharpened Volcano Fragment.png Item icon Maul.png
  • While the Fire Axe will provide consistent damage, the Back Scratcher is a generally superior replacement for Medieval Mode, as everyone drops medkits upon death. This will, however, diminish Medic healing from the Crusader's Crossbow and the Medicating Melody taunt of the Amputator.
  • The Axtinguisher's use is limited, due to fire only being present in the form of a flaming Huntsman arrow or the Sharpened Volcano Fragment, the only weapon which gives the Pyro his signature ability to set enemies on fire. However, if there is already another Pyro on your team wielding the Fragment, you can follow them with the Axtinguisher to make for a deadly combination.
  • The Powerjack can heal and provides one of the few ways to gain an overheal. However its increased melee vulnerablility gives it a drawback in large melee fights.
  • The Sharpened Volcano Fragment is strongly recommended for its ability to set enemies aflame, thereby causing damage over time and is a useful tool for spychecking.
  • Due to the absence of buildings, the Homewrecker and Maul are a poor choice for Medieval Mode; you should choose one of the weapons above instead.

Demoman

Available items
Item icon Ali Baba's Wee Booties.png
Item icon Chargin' Targe.png Item icon Splendid Screen.png
Item icon Bottle.png Item icon Eyelander.png Item icon Pain Train.png Item icon Scotsman's Skullcutter.png Item icon Frying Pan.png
Item icon Horseless Headless Horsemann's Headtaker.png Item icon Ullapool Caber.png Item icon Claidheamh Mòr.png Item icon Half-Zatoichi.png Item icon Persian Persuader.png
File:Backpack Decapitation.png

Due to the Grenade Launchers and Stickybomb Launchers being unavailable, you should equip Ali Baba's Wee Booties and one of the Shields.

  • The Chargin' Targe has better passive defensive bonuses against fire and explosions, making it a better choice when facing Volcano Shard Pyros and Ullapool Caber Demomen.
  • The Splendid Screen, on the other hand, has more offensive power with a shield bash that can oneshot weaker enemies with enough heads.
  • With either shield, Demomen can use the rock outside BLU spawn as a ramp and charge onto the RED battlements quickly, allowing him to take out enemy Snipers or rush the final point.

The Demoman has the most melee weapons of any class. Try them out:

  • The Bottle and Frying Pan are reliable weapons with no drawbacks, though the Pain Train is a much better choice for offense as it provides a capture bonus and only the Demoman's charge is affected by its damage vulnerability.
  • The ability of the Eyelander and the Horseless Headless Horseman's Headtaker to collect heads, as well as their larger range, is very useful, especially once the Demoman builds his health and speed bonuses. They cannot crit and reduce the Demoman's initial health, however.
  • The Scotsman's Skullcutter, with its increased damage and ability to crit, can be extremely effective (especially when combined with a charge). Its move speed reduction can be an issue, though.
  • The Claidheamh Mòr is only useful when used with the Chargin' Targe to take advantage of the increased charge length. RED Demomen who are quick and lucky can potentially charge into BLU players heading to point A, scoring a surprise kill as the match begins.
  • The Ullapool Caber is the only weapon capable of causing explosive damage (barring the Soldier's Kamikaze taunt), and can easily take out a cluster of enemies with a full shield charge.
    • This is extremely useful for clearing control points, especially the final cap of Degroot Keep. Remember that you can hit the floor if there are no enemies nearby; at the end of a charge it will do crit damage to any enemies in range of the explosion.
    • The blast knockback from hitting an enemy can lift you up from the ground to the castle's battlement, allowing the same strategies as a Demoman using a shield charge to ramp up there; this will leave you with less health and a less effective exploded caber, though.
    • The Sticky Jumper will negate self-damage from the Caber, but cannot actually be used. A Shield is usually a superior choice.
  • The Half-Zatoichi is a good weapon to use for the healing capacity, and the Demoman can't switch weapons anyway. Other Soldiers and Demomen with the weapon can oneshot you as easily as you can them, though.
  • The Persian Persuader's charge recharge is extremely useful, and as no available weapon uses ammo anyway, it effectively adds extra health packs to the map.

Heavy

Available items
Item icon Sandvich.png Item icon Dalokohs Bar.png Item icon Buffalo Steak Sandvich.pngItem icon Fishcake.png
Item icon Fists.png Item icon Killing Gloves of Boxing.png Item icon Gloves of Running Urgently.png Item icon Warrior's Spirit.png Item icon Fists of Steel.png Item icon Eviction Notice.png
File:Backpack Showdown.png

As the Shotgun is unusable, always make sure to equip a lunchbox item:

  • The Sandvich is a great way to heal yourself or your teammates in the absence of a Medic.
  • The Dalokohs Bar/Fishcake is more useful in Medieval Mode than in conventional gameplay due to Medics being unable to overheal, and the increased amount of health pickups, which grant slightly more health while your maximum health is increased.
  • The Buffalo Steak Sandvich can be used to grant added speed and have you deal Mini-Crits with your melee weapon of choice; use this to your advantage in Medieval Mode, but beware, as all hits taken will also be Mini-Crits. Be especially careful against Snipers using the Bushwacka, as all Mini-Crits will be turned into Critical hits! Use in conjunction with friendly Soldier's Battalion's Backup to rid your enemies of all their blood!

And as for melee:

  • Your Fists are a good choice, especially with the increased chances of enemies grouping together, giving you a chance to land a Showdown.
  • The Killing Gloves of Boxing can guarantee Crits for 5 seconds after a kill with them. Use this to your advantage in areas with many enemies, such as the final control point. When used with the Buffalo Steak Sandvich, use the initial Mini-Crit buff to get a kill and lead to the K.G.B.'s Crit buff, which in conjunction with the Steak Sandvich's speed boost becomes an extremely deadly and devastating combo. Due to the lower attack speed you have to make every hit count.
  • The Warrior's Spirit is also a good choice due to its higher damage output and ability to Crit, compensating for the 20 health reduction.

These melee weapons should generally be avoided:

  • The Gloves of Running Urgently have a health draining effect which is hard to counteract with the lack of Medi Guns; this combined with its low damage output make it a poor choice for Medieval Mode.
  • The Fists of Steel boost the Heavy's vulnerability to melee weapons, which are widely used in this mode. This effectively makes them a complete downgrade from your normal Fists.

Engineer

Available items
Item icon Wrench.png Item icon Gunslinger.png Item icon Southern Hospitality.png Item icon Golden Wrench.png Item icon Jag.png
File:Backpack Organ Grinder.png

Without a Shotgun, Pistol, or Buildings, the Engineer's role in Medieval Mode is very limited. Specifically:

  • The stock Wrench and the Golden Wrench are not recommended, as you'll have the same speed and do the same damage as a Pyro wielding the Fire Axe, but with significantly less health (125 instead of a Pyro's 175).
  • The Jag is worse, doing 25% less damage than the Wrench with none of its usual benefits.

Instead of using those, use one of the two weapons below, though keep in mind that neither of them deal random Critical hits:

  • The Gunslinger gives you a much needed extra 25 health (bringing you up to 150), a guaranteed Crit after three successive punches on an enemy, and a taunt kill: the Organ Grinder.
  • The Southern Hospitality makes enemies bleed, which is especially useful for Spy-checking in the absence of Pyros, but the afterburn from flaming arrows or a Pyro's Sharpened Volcano Fragment should be considered. If a friendly Soldier uses a Buff Banner, stay in range to ensure the bleed effect does additional damage.
  • With your low health, ensure you know where the health kits are. Keep tabs on where your Medic is, especially if you are using the Southern Hospitality and catch fire. If you are on fire or bleeding and taking Mini-Crit damage from an enemy Soldier's Buff Banner, see if there is a friendly Soldier using the Battalion's Backup and stay in range.

If neither the Gunslinger nor the Southern Hospitality are available to you, you may want to consider switching to another class.

Medic

Available items
Item icon Crusader's Crossbow.png
Item icon Bonesaw.png Item icon Ubersaw.png Item icon Vita-Saw.png Item icon Amputator.png Item icon Solemn Vow.png
File:Backpack Spinal Tap.png

As the Syringe Gun and Medi Guns are not available, it's highly recommended you equip the Crusader's Crossbow:

  • The Crusader's Crossbow is the only way to heal teammates at long range, and provides a reliable ranged attack.
  • You can fire bolts through the window slits, the gaps of the spawn gates, and through the gate to the final control point, just like the Sniper's Huntsman.
  • Make sure to memorize the ammo placements, as the Crusader's Crossbow is the only weapon that uses ammo aside from the aforementioned Huntsman.
  • If you see a mass of players, firing bolts at them even at random will almost guarantee a useful hit, either damaging an enemy or healing an ally. Pump away!

When it comes to your choice of a melee weapon:

  • The stock Bonesaw will do consistent damage, but the Amputator is superior. Its Medicating Melody taunt can be used to directly heal team mates in the absence of your Medi Gun or a Crossbow. This is especially effective when the fight is clustered around control points. Try to find a sheltered place to perform the taunt, as you are a sitting duck while you perform it.
    • Using the Crusader's Crossbow and Amputator together increases your passive health regeneration, making you a true Medieval Medic.
  • The lack of Medi Guns makes the Vita-Saw a poor choice, as it lowers your health by 10 with no benefit.
  • Similarly, the Übersaw is less useful, giving you 20% slower swinging speed, with the only benefit being the ability to use its Spinal Tap taunt kill.

Sniper

Available items
Item icon Huntsman.png
Item icon Razorback.png Item icon Darwin's Danger Shield.png
Item icon Kukri.png Item icon Tribalman's Shiv.png Item icon Bushwacka.png Item icon Shahanshah.png
File:Backpack Skewer.png

Always equip the Huntsman and a shield since rifles, the SMG and Jarate are barred. On the choice of shield:

  • Snipers that focus on long range shots should use the Razorback to prevent backstabs by Spies. Snipers that use the Huntsman as a medium range weapon should consider equipping the Darwin's Danger Shield instead for the health boost.
    • The Razorback is more useful than in regular gamemodes because Spies cannot use revolvers.

As for the choice of melee:

  • The default Kukri deals decent damage and has no major drawbacks
  • The Tribalman's Shiv causes bleeding damage making it good for dealing with Spies and making weaker enemies retreat, but its low attack power makes it less effective in group fights.
  • The Bushwacka is only useful when teamed up with a Buff Banner Soldier, against a Scout under the effects of Crit-a-Cola, or against a Heavy under the effects of the Buffalo Steak Sandvich. Watch out for Pyros wielding the Sharpened Volcano Fragment in addition to flaming arrows from other Snipers. The Bushwacka will probably kill anyone marked for death by the Scout's Fan O'War, so work together with a Scout or keep an eye out for marked players.
  • Use the Shahanshah in situations where you don't expect to directly fight until your health is low.

General Strategy:

  • When on the BLU team on Degroot Keep, once the main gate opens, position yourself in front of the gate, and fire arrows toward the capture point, ducking to the side out of the gate's line of fire after each shot. People will be clustering around the capture point and it will be easy to hit opponents without much aiming.
  • Conversely, when on the RED team on Degroot Keep, once the main gate opens, put yourself in a position where you can shoot outwards through the main gate into the battlefield. As most enemies will be rushing in a straight line through the corridor toward you with melee weapons, it will be very easy to hit them as well.
  • Remember that arrows can pass through the holes in the gates and the tower window slits.
  • Snipers can ignite their arrows using the torches spread throughout Degroot Keep.
    • Right clicking after igniting an arrow allows you to move around and shoot the arrow elsewhere.
  • Focusing your fire with other Snipers can be extremely effective and can allow for quicker kills.
  • Before the gate to the final control point opens, you can still fire your Huntsman through the gaps.
    • This can also be used at the BLU spawn, as demonstrated to the right.

Spy

Available items
Item icon Knife.png Item icon Your Eternal Reward.png Item icon Conniver's Kunai.png Item icon Big Earner.png
Item icon Disguise Kit.png
Item icon Invis Watch.png Item icon Dead Ringer.png Item icon Cloak and Dagger.png Item icon Enthusiast's Timepiece.png
File:Backpack Fencing.png

While the Spy's most important weapons are largely unaffected, the behavior of enemies is vastly different to other modes due to the focus on melee, so adjust your strategies as needed.

  • Stay out of direct melee fight, as your Knife does terrible damage. Instead, Backstab enemies when they are distracted in battle.
  • Without the presence of the Flamethrower, Spies are harder to find. Even so, watch out for classes with bleeding effect weapons, Scouts with Mad Milk, Snipers with flaming arrows, and Pyros with the Sharpened Volcano Fragment.
  • The best time to backstab the defending team is when the gate is open and they are focusing their attention on it, leaving them exposed.
  • By the same token, while defending the last point, you can easily drop down from the battlements and backstab foes entering or clustering around the gates.
  • With the Cloak and Dagger, use the alcoves at points A and B to hide and wait for an opportune moment to strike.
  • The Dead Ringer can be used well, as spychecking is harder with melee weapons.
  • Pay attention to what weapon your disguise is carrying (especially if you're using Your Eternal Reward). If your disguise is holding a weapon that cannot be used in Medieval Mode, that gives the enemy team an obvious sign that you are a Spy. Press Use Last Disguise to change your weapon to a melee one.
  • If not using a disguise, try to stab the enemy as fast as you can; if he is using tf_medieval_thirdperson 1 he might see you approaching from behind.
  • Use the Conniver's Kunai with caution. Unless you have good experience, this weapon is a poor choice due to the huge loss of health when in use. Thanks to the huge loss of health, many of the classes has a chance to kill you in one single hit.