Difference between revisions of "Basic Medieval Mode strategy"

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({{class link|Demoman}}: added bottle + reskins for corey to look over)
(wooo finished demoman...feel free to (and for that matter please do) look over it, and modify as necessary.)
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{{item icon|Bottle|100px}}{{item icon|Frying Pan|100px}}{{item icon|Saxxy|100px}}
 
{{item icon|Bottle|100px}}{{item icon|Frying Pan|100px}}{{item icon|Saxxy|100px}}
  
Each of these weapons is capable of doing damage capable of killing most classes in three hits, unmodified. With a successful charge, this can be reduced to a bash and an immediate hit, for critical damage. These weapons, however, can be seen as a downgrade to the [[Pain Train]], as it doubles a players capture rate, with the only downside being charges from other Demomen in Medieval mode.
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Each of these weapons is capable of doing damage capable of killing most classes in three hits, unmodified. With a successful charge, this can be reduced to a bash and an immediate hit, for critical damage. These weapons, however, can be seen as a downgrade to the [[Pain Train]], as it doubles a players capture rate, with the only downside being charged from other Demomen in Medieval mode.
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=== [[Eyelander]]/[[Horseless Headless Horsemann's Headtaker]]/[[Nessie's Nine Iron]] ===
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{{item icon|Eyelander|100px}}{{item icon|Horseless Headless Horsemann's Headtaker|100px}}{{item icon|Nessie's Nine Iron|100px}}
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The Eyelander and its equivalents have a longer melee range and the ability to gain speed and health with each kill, with the downsides of spawning with 25 less health and being unable to score random criticals. After you get four kills with one of these weapons in one life, you will have 210 health at max (235 with [[Ali Baba's Wee Booties]]). This extra health is useful when fighting several enemies. Additionally, you will gain 15 health with every kill if you are not at maximum health. These weapons should be used with one of the shields to be able to score critical hits.
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=== [[Pain Train]] ===
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{{item icon|Pain Train|100px}}
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The Pain Train can be seen as a direct upgrade from the Bottle in Medieval mode, as the only downside is being charged by other Demomen. Otherwise, you get twice the capture rate, effectively being a scout in terms of capturing, except you'll do more damage (65 rather than 35 per non-critical hit).
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=== [[Scotsman's Skullcutter]] ===
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{{item icon|Scotsman's Skullcutter|100px}}
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The Scotsman's Skullcutter has a longer melee range and deals 20% more damage, at the expense of 15% slower movement speed. It is especially useful with the Targe or the Screen as a critical will one-hit any class except a [[Heavy]], which will require two hits.
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=== [[Claidheamh Mòr]] ===
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{{item icon|Claidheamh Mòr|100px}}
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The Claidheamh Mòr has a longer melee range and increases charge duration by one half second. The downsides include no random critical hits and 15 less health on spawn. This weapon is obviously best used with a shield, as you will be able to charge further. Also, a shield is required to get a critical hit.
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=== [[Ullapool Caber]] ===
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{{item icon|Ullapool Caber|100px}}
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On hitting an enemy or a solid part of a map (wall, rock, ground, etc), the Ullapool will explode, doing damage to the enemy in the surrounding area. This weapon is best used when charging into a large crowd. It can one-hit kill all classes if you critically hit. This weapon is especially good for clearing the final point on [[DeGroot Keep]]. The Ullapool does damage equivalent to a Scout's [[bat]] if it has exploded. Return to a supply locker if you have the chance to replenish it.
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=== [[Half-Zatoichi]] ===
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{{item icon|Half-Zatoichi|100px}}
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The Half-Zatoichi returns the Demoman to full health after getting a kill. The weapon will also one-hit kill another player wielding it. There are no downsides to this weapon in Medieval mode, as you have no other weapons to switch to. This weapon is more efficient with a shield.
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=== [[Persian Persuader]] ===
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{{item icon|Persian Persuader|100px}}
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The Persian Persuader cuts the recharge time for either shield in half and allows you to pick up dropped weapons (most melees and all non-melees which are allowed) for health. The downside is no random critical hits. This weapon is most efficient with a shield, because you can charge more often, therefore gaining more critical hits. This weapon can be considered as an upgrade to the [[Half-Zatoichi]] due to the faster recharge time. It can also be used to disallow enemy Snipers [[Huntsman]] ammunition.
  
 
= See also =
 
= See also =

Revision as of 02:06, 1 August 2011

Medieval mode is a game mode added in the Australian Christmas update. Currently, it is only used by default on the map DeGroot Keep. As only certain weapons are allowed, class balance (and therefore class strategies) are drastically altered from normal gameplay.

Leaderboard class scout.png Scout

The Scout remains the fastest class in this mode. However, without the close range bursts of his Scattergun, different strategies are need to play effectively.

Secondary weapons

Since you aren't allowed to use the Pistol and the Winger, always equip some kind of drink.

Bonk! Atomic Punch

Bonk! Atomic Punch

Because you no longer need Bonk! for most of its conventional purposes, this weapon becomes less necessary. Use it to bypass enemy lines or as a distraction or retreat.

Crit-a-Cola

Crit-a-Cola

Many of the strategies for using Crit-a-Cola in normal gameplay remain effective in Medieval mode. Use it to give yourself a boost before an ambush. Remember that without a ranged weapon, you won't be as powerful of an ambushing force, so take extra precautions to avoid damage.

Mad Milk

Mad Milk

Use Mad Milk in an area with many people so you and your team can maintain healing in a push. Also use it for Spy-checking, as Pyros no longer have a Flamethrower and Snipers no longer have Jarate.

Melee weapons

Bat/Saxxy

Bat Saxxy

You deal the least amount of melee damage on the team, but you can swing rapidly. Use your speed to your advantage and land hits on enemies while outmaneuvering them to avoid damage.

Sandman

Sandman

The Sandman gives the Scout a ranged weapon at the cost of 15 health. Use it to stun classes before moving in for a kill.

Holy Mackerel

Holy Mackerel

The Holy Mackerel still functions identically to the Bat except that it announces each hit in the kill feed. Since a hit that triggers a Spy's feign death will appear as a hit, not a kill, use this to track down Spies using the Dead Ringer.

Candy Cane

Candy Cane

Since there are very few ways to deal explosive damage in Medieval mode, this weapon is almost a direct upgrade. It will drop a health pack in addition to the pack that is always dropped upon kills in Medieval mode. Use this to keep your momentum in a prolonged fight.

Boston Basher / Three-Rune Blade

Boston BasherThree-Rune Blade

Since this weapon requires you to be precise with your attacks, it eliminates the tactic of swinging wildly. Use this weapon only when you're sure it will hit.

Sun-on-a-Stick

Sun-on-a-Stick

With few ways to burn enemies in Medieval mode, this weapon can be difficult to use. Consider using a different weapon unless you have a Pyro using the Sharpened Volcano Fragment or your Snipers shoot fire arrows frequently.

Fan O'War

Fan O'War

The Fan O'War allows teammates to finish off a marked opponent, but leaves you next to defenseless. Use hit-and-run tactics if you want to use this weapon, and stay out of fights otherwise.

Atomizer

Atomizer

The Atomizer's triple jump doesn't allow you to get anywhere you couldn't normally. With less damage and slower swings, you're much less effective in combat. Use the triple jump to move around enemies and stay away from direct fights.

Leaderboard class soldier.png Soldier

The Soldier, without his powerful Rocket Launcher, becomes much more of a support class in Medieval mode. Use your banners to provide assistance for the team in the absence of Übercharges.

Secondary weapons

The Shotgun, Reserve Shooter, and Righteous Bison aren't allowed.

Gunboats

Item icon Gunboats.png

Though the Gunboats are technically allowed, they are useless, since you cannot rocket jump. Use a different weapon.

Mantreads

Item icon Mantreads.png

The Mantreads suffer, as melee weapons cause very little knockback. Also, the ability to cause damage with fall damage is almost useless, since the only real place that fall damage can be caused is falling from the RED Team castle. Consider choosing another weapon instead.

Buff Banner

Item icon Buff Banner.png

Use the Buff Banner to help the team push to the final point. The mini-crits provided can help you overtake the other team. You can also use it to nullify an enemy Soldier's Battallion's Backup.

Battalion's Backup

Item icon Battalion's Backup.png

With few sources of healing in Medieval mode, it will be almost impossible to get a fully charge Battallion's Backup. However, if you do, use it to defend againt a push, especially against the final point. As with the Buff Banner, the Battallion's Backup can be used to negate an enemy's Buff Banner.

Concheror

Item icon Concheror.png

Since the only way to deal damage is to melee, this weapon is not as good as in normal gameplay. However, it can still be helpful in a push.

Melee weapons

Shovel / Frying Pan / Saxxy

Item icon Shovel.png Item icon Frying Pan.png Item icon Saxxy.png

The Shovel is a strong melee weapon that deals consistant damage. However, since Medieval mode makes many of the Soldier's weapons direct upgrades, you may want to use another weapon instead.

Equalizer

Item icon Equalizer.png

The Equalizer starts out weaker than the basic Shovel, but becomes more powerful and increases your movement speed as you take damage. Use this to your advantage in fights.

Pain Train

Item icon Pain Train.png

Since there are no bullets in Medieval mode, the Pain Train is generally a direct upgrade to the Shovel. Use it to help capture the points on offense, and switch to another weapon when on defense as it provides no defensive benefit. The shield bashes from a Demoman's Chargin' Targe or Splendid Screen count as bullet damage, so take care to avoid them.

Half-Zatoichi

Half-Zatoichi

Since you are generally bound to your melee weapon anyway, the Half-Zatoichi can also be seen as a direct upgrade to the Shovel. The healing it provides can allow you to continue fighting for long periods of time, which can be useful in building up the Battalion's Backup. Remember, however, that enemy Soldiers or Demomen also wielding the Half-Zatoichi can kill you in one hit and vice versa.

Disciplinary Action

Disciplinary Action

The Disciplinary Action allows you to speed up slower classes like Heavies, Demomen, and other Soldiers, but makes you weaker, making the Soldier even more support based. Avoid the frontlines of combat if you intend to use this weapon.

Market Gardener

Market Gardener

Since there is no way to rocket jump in Medieval mode, this weapon is a direct downgrade from the Shovel. Disregard this weapon entirely.

Leaderboard class pyro.png Pyro

Since the Pyro loses its Flamethrower, is given no secondary weapons, and has many situational melee weapons, the Pyro is a very difficult class to use in Medieval mode.

Melee weapons

Fire Axe / Saxxy

Item icon Fire Axe.png Item icon Saxxy.png

Without the close range Flamethrower, the Fire Axe gains more utility. Use it if you lack the Back Scratcher or Sharpened Volcano Fragment.

Axtinguisher / Postal Pummeler

Item icon Axtinguisher.png Item icon Postal Pummeler.png

Since you have no way to start fires, the Axtinguisher is a very difficult weapon to use. Unless you pair up with a Pyro using the Sharpened Volcano Fragement, you'll be very ineffective.

Homewrecker / Maul

Item icon Homewrecker.png Item icon Maul.png

Since Engineers cannot build buildings and Spies do not have Sappers in Medieval mode, the Homewrecker becomes a straight downgrade to the Fire Axe. Disregard this weapon entirely.

Powerjack

Item icon Powerjack.png

Kills with the Powerjack will give you a boost in health, which can be useful in prolonged fights. However, since you take 20% more damage from melee weapons, you'll find yourself dying much more quickly. If you use this weapon, attack enemies who are unaware of your presence, and if they discover you before you kill them, retreat.

Back Scratcher

Item icon Back Scratcher.png

As everyone drops a health pack on death in Medieval mode, this can be a very effective weapon. Even the small health packs can heal you a great deal, plus the weapon deals more damage. Medic based healing is severly lessened, so use the health packs more than your Medics.

Sharpened Volcano Fragment

Item icon Sharpened Volcano Fragment.png

With the exception of lit Huntsman arrows from Snipers, this is the only way to set enemies on fire. The afterburn will make up for the lack of initial damage. Pair up with Scouts equipped with the Sun-on-a-Stick to make a deadly combination. This also gives you a method of Spy-checking.

Leaderboard class demoman.png Demoman

As the Demoman has many weapons suited for melee-only combat, he is a force to be reckoned with in Medieval mode.

Primary weapons

Ali Baba's Wee Booties

Ali Baba's Wee Booties

This is the Demoman's only primary weapon available, so equip it if you have it. This will give you extra health and better control over turning while you are charging with either of the shields.

Secondary weapons

Chargin' Targe

Chargin' Targe

This weapon loses its advantages when compared to the Splendid Screen because it provides more fire and explosive damage resistance, which is highly situational in Medieval mode. It is useful only against other Demomen using the Ullapool Caber and Pyros using the Sharpened Volcano Fragment. However, it still has the ability to charge to obtain critical damage and to bash enemies, so equip it if you don't have a Splendid Screen.

Splendid Screen

Splendid Screen

The Splendid Screen provides less fire and explosive damage resistance when compared to the Chargin' Targe, but has the potential to deliver more damage with a successful charge. The Screen can deal charge impact damage at any range, dealing 70% more damage than the Targe, and also will allow critical hits at any charge distance. Use this in most situtations instead of a Chargin' Targe.

Melee weapons

Bottle/Frying Pan/Saxxy

BottleFrying PanSaxxy

Each of these weapons is capable of doing damage capable of killing most classes in three hits, unmodified. With a successful charge, this can be reduced to a bash and an immediate hit, for critical damage. These weapons, however, can be seen as a downgrade to the Pain Train, as it doubles a players capture rate, with the only downside being charged from other Demomen in Medieval mode.

Eyelander/Horseless Headless Horsemann's Headtaker/Nessie's Nine Iron

EyelanderHorseless Headless Horsemann's HeadtakerNessie's Nine Iron

The Eyelander and its equivalents have a longer melee range and the ability to gain speed and health with each kill, with the downsides of spawning with 25 less health and being unable to score random criticals. After you get four kills with one of these weapons in one life, you will have 210 health at max (235 with Ali Baba's Wee Booties). This extra health is useful when fighting several enemies. Additionally, you will gain 15 health with every kill if you are not at maximum health. These weapons should be used with one of the shields to be able to score critical hits.

Pain Train

Pain Train

The Pain Train can be seen as a direct upgrade from the Bottle in Medieval mode, as the only downside is being charged by other Demomen. Otherwise, you get twice the capture rate, effectively being a scout in terms of capturing, except you'll do more damage (65 rather than 35 per non-critical hit).

Scotsman's Skullcutter

Scotsman's Skullcutter

The Scotsman's Skullcutter has a longer melee range and deals 20% more damage, at the expense of 15% slower movement speed. It is especially useful with the Targe or the Screen as a critical will one-hit any class except a Heavy, which will require two hits.

Claidheamh Mòr

Claidheamh Mòr

The Claidheamh Mòr has a longer melee range and increases charge duration by one half second. The downsides include no random critical hits and 15 less health on spawn. This weapon is obviously best used with a shield, as you will be able to charge further. Also, a shield is required to get a critical hit.

Ullapool Caber

Ullapool Caber

On hitting an enemy or a solid part of a map (wall, rock, ground, etc), the Ullapool will explode, doing damage to the enemy in the surrounding area. This weapon is best used when charging into a large crowd. It can one-hit kill all classes if you critically hit. This weapon is especially good for clearing the final point on DeGroot Keep. The Ullapool does damage equivalent to a Scout's bat if it has exploded. Return to a supply locker if you have the chance to replenish it.

Half-Zatoichi

Half-Zatoichi

The Half-Zatoichi returns the Demoman to full health after getting a kill. The weapon will also one-hit kill another player wielding it. There are no downsides to this weapon in Medieval mode, as you have no other weapons to switch to. This weapon is more efficient with a shield.

Persian Persuader

Persian Persuader

The Persian Persuader cuts the recharge time for either shield in half and allows you to pick up dropped weapons (most melees and all non-melees which are allowed) for health. The downside is no random critical hits. This weapon is most efficient with a shield, because you can charge more often, therefore gaining more critical hits. This weapon can be considered as an upgrade to the Half-Zatoichi due to the faster recharge time. It can also be used to disallow enemy Snipers Huntsman ammunition.

See also