Difference between revisions of "Community Double Cross strategy"
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* While carrying the Intelligence, falling into the bottomless pit beneath the two bridges will cause the Intelligence to return to its home base. For clever players who know how to effectively utilize [[knockback]], this can be used as a very effective defense against fleeing enemy intelligence carriers. | * While carrying the Intelligence, falling into the bottomless pit beneath the two bridges will cause the Intelligence to return to its home base. For clever players who know how to effectively utilize [[knockback]], this can be used as a very effective defense against fleeing enemy intelligence carriers. | ||
− | * As | + | * As an Engineer, Soldier or Demoman, it's possible to jump through the door between the enemy spawn and water pool via a sticky, rocket or sentry rocket jump. |
* If jumping from the battlements onto the railroad tracks, jumping onto the fence near the bottom of the staircase or on to a high point of the staircase will detract or nullify fall damage. | * If jumping from the battlements onto the railroad tracks, jumping onto the fence near the bottom of the staircase or on to a high point of the staircase will detract or nullify fall damage. |
Revision as of 15:49, 16 September 2011
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Community Double Cross strategy | |
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Basic Information | |
Developer(s): | Unknown |
Map Info | |
Environment: | Industrial |
Setting: | Nighttime |
Hazards: | Pitfall |
Map Photos | |
This article is about Community Double Cross strategy.
Contents
General Strategy (All Class)
- The sewer access shed in the courtyard is an excellent way to avoid the main entrance if you are looking for an escape route with the Intelligence.
- Soldiers, Demomen and Scouts can reach the enemy Battlements via Rocket jumping, Sticky jumping or double jumping respectively. From here, you have direct access to the Intelligence room. Also note that Soldiers, Demomen, and Scouts can escape back up to the balcony overlooking the refuse area near the Battlements. Scouts can do it with either a regular double jump or a triple jump, though it is far more difficult in only two jumps, and requires practice to execute reliably.
- It is not too difficult to organize a strong push with offensive classes into the enemy courtyard, as unlike many other CTF maps there are no easily defensible Sentry Gun locations. If Medic-backed Heavies and Soldiers make it to the enemy base entrance, they will be in a good position to break into the Intelligence room directly. Be wary of enemies attacking from the upper gantry coming from the spawn while in the enemy courtyard or Intelligence room.
- While carrying the Intelligence, falling into the bottomless pit beneath the two bridges will cause the Intelligence to return to its home base. For clever players who know how to effectively utilize knockback, this can be used as a very effective defense against fleeing enemy intelligence carriers.
- As an Engineer, Soldier or Demoman, it's possible to jump through the door between the enemy spawn and water pool via a sticky, rocket or sentry rocket jump.
- If jumping from the battlements onto the railroad tracks, jumping onto the fence near the bottom of the staircase or on to a high point of the staircase will detract or nullify fall damage.
Scout
General
- Scouts may find it easier to use the sewer system to get to the enemy intelligence, as most of the enemy forces will be concentrated on the bridge.
- A skillful Scout can double-jump and crouch from the bridge to reach the enemy balcony, allowing them to snatch the Intelligence very quickly. Using the Force-A-Nature or Atomizer will make it easier to reach the balcony.
- Similarly, you can use this technique with your own balcony for a faster return to the Intelligence room to capture the Intelligence.
- Your ability to easily reach the battlements makes you a great asset to your team if there is an excessive amount of enemy Snipers on the battlements. If they do not see you jump to the roof of the battlements, you can kill any enemy Snipers in the area with ease.
- Using the lower bridge can prove quite hazardous for a Scout. The narrow width and long length of the bridge does not allow much room for dodging projectiles from a class like the Soldier or Demoman. Try to avoid long distance face to face conflicts with these classes on the lower bridge. If for some reason you cannot avoid such a conflict, weapon heckling could be useful.
Soldier
General
- If at the back of the enemy sewers as Soldier, you can rocket jump up into the courtyard near the Intelligence. This can potentially bypass a large portion of the enemy's defenses.
- Soldier's can rocket jump to the main bridge from the battlements and vice versa. This allows for a faster escape route, and an easier path to the enemy intelligence. The Soldier can also rocket jump to the battlements via the train bridge.
Pyro
General
- The large chasm over the middle of Double Cross provides Pyros an excellent opportunity to use the compression blast for kills. It is possible to hide behind some of the large piles or mounds in the middle of the map and knock passers-by right into the chasm below.
- The Flare Gun is of great use here in the map's middle against enemy Snipers and Heavies, due to the long sightlines. Be careful, though, as Snipers can use those same sightlines.
- A good place to ambush enemies is the corner to the right of your base's exit. Here you can wait for enemies to come by and burn them to a crisp.
- Another good ambush location is right outside the enemy base, from the top of the staircase.
- If the enemy team is distracted enough, you can take the role of a Spy and sneak into the battlements to eliminate Snipers. You can then decide to go for the intelligence from here, but watch for enemies and Sentry Guns guarding it.
Demoman
General
- The bush on the lower Bridge is useful for hiding a Demoman with the Chargin' Targe. Wait until an enemy passes, then charge out and rack up the head counter when using the Eyelander.
- The large mounds or piles on the upper bridge can be used by Demomen to place a sticky trap for unsuspecting enemies.
- It is possible to charge with the Chargin' Targe or Splendid Screen from the upper bridge to reach the battlements.
- The Sticky Jumper can be useful for escaping with the intelligence as the Demoman is able to launch himself from the enemy battlements to this team battlements in one jump.
Heavy
General
- Try to make it into the base in surprising and unexpected ways, such as through the sewers. The best way to do this would be across the lower bridge, just watch out for others trying the same thing.
- Try to stay off the main bridge, as it can be watched by enemy Snipers.
- Equip the Fists of Steel if you are attempting to run across the bridge as it will protect you from enemy Snipers. If you suffer from some damage, you can always take a Sandvich with you as well.
Engineer
General
- As usual in CTF maps, the Intelligence room is a perfect place for a Sentry Gun. There are multiple places in the room you can use, such as at the top of the stairs, under the stairs, and across the room in the small doorway alcoves. However, each of these areas can be fired at from beyond the Sentry Gun's range from either of the doors to the Intelligence room.
- Conservative Engineers can construct a reasonably effective Sentry Gun at the top of the gantry in the Intelligence room to guard it. Be warned; building on the gantry in the courtyard will allow enemies who walk directly underneath it to get to the Intelligence room untouched. More adventurous Engineers may like to consider building in the enemy sewers.
- A Sentry Gun can be put up in the enemy Sewers in the same way as in 2Fort, allowing your teammates to teleport under the enemy base and readily access their Intelligence room. Be careful though, as there are 3 different ways that the enemy can access the sewers and take out your Sentry Gun (the pipe toward their lower spawn hatch, down the stairwell in the corner and from the drop in the nearby room).
- Putting a Sentry Gun up around the middle bridge area is generally a bad idea as it is far too open and will be destroyed quickly, though putting Level 1 and 2 Sentry Guns in the enemy team's blind spots (at the top of the stairwell coming from below the bridge, behind the crates in the middle of the bridge) can stop Scouts and other fast classes from passing. When doing this, do not upgrade your Sentry Gun to Level 3 as their rockets will reveal the Sentry Gun's location as soon as an enemy passes.
- Skilled Engineers can consider building a sentry in a location that guards both bridges, such as the ammo drops halfway across the upper bridge, or on the roof of the shed outside the front entrance. Be warned, however, that Sentry Guns here are difficult to establish and usually destroyed quickly. However, on effective deploy, they can prove difficult to remove.
- Outside the main spawn door, you can also put a Sentry Gun on the edge of the upper level that will overlook the main entrance to the base, stopping any direct charges from the enemy. This spot can be flanked though, from the stairwell that comes from the sewer and also the walkway from the Intelligence room (though this way will almost never be used when the enemy can go directly for the Intelligence).
- Outside the Intelligence room, there is also a large sunken area with a ledge that leads to the Sniper deck. Putting a Sentry here will prevent any Scouts, Soldiers or Demomen from accessing the Intelligence room from the lesser known route (it will also prevent them from running through the Intelligence room and trying to jump to safety).
- Placing a Sentry in the farthest corner of the Courtyard (by some crates across from the Intelligence room) offers you a great vantage point if you Wrangle the Sentry as well. It allows you not only to defend several key entrances, such as the sewer entrance and both Intelligence room entrances, it gives you a clear shot from the courtyard to the front entrance of your base, allowing you to assist your team with extra firepower.
- For defensive Engineers, it is possible to create Sentry Guns on top of your battlements, although not suggested since enemy Snipers can easily pick off at it. It still will supply some defense against rocket jumping Soldiers and also enemies going inside your base through the main door. For offensive Engineers, you can carry this tactic into the enemy battlements, and allow your teammates to reach there with a teleporter for an unexpected attack. You can achieve this by stepping onto the battlements, and placing a Dispenser onto the far left visible spot of the deck, and hop onto the Dispenser, and then into the battlements. Make sure you return for some metal to create the Sentry Gun, unless you're using the Gunslinger. You can also create a Sentry next to the small staircase right beside the main doors of either fort, and Sentry Jump onto the battlements with the Wrangler. Be sure you get some metal before making the jump.
Medic
General
- Your role is no different here. Heal teammates, build your Ubercharge and use your Uber to help teammates destroy strong defenses such as sentry nests.
Sniper
General
- You can shoot directly into the enemy courtyard by hanging out of a battlement window.
- One place to wait is directly outside your base, in the back of a grass patch. You can see both the lower and the upper bridges.
- When on the battlements, it may be best to pack Jarate or a Razorback, due to the isolation. You become a prime Spy target.
- Be careful about sniping from the battlements. Always watch the enemy battlements for enemy Snipers and Soldiers, and the occasional Engineer with a Wrangler.
Spy
General
- Spies may find the sewer system useful in order to get into the base quickly and without provoking attention. The map also provides many unobtrusive places to hide while cloaked, such as on top of crates and barrels.
- The lowered area past the Intelligence room is a useful place to uncloak before snatching the Intelligence as it is usually empty.
- If crossing the main bridge, you can climb onto the boxes and then onto the truck in order to prevent bumping into enemies.
- Remember the hole in the courtyard to the basement. This can be used for a quick getaway, possibly for escaping with the intelligence.
- Usually a good place to wait with the Cloak and Dagger is on top of the truck, on the main bridge. From here, wait until a slower class like Soldiers and Heavies come by, then uncloak and stab them. Just be careful not to be seen by the enemies on the battlements, and be sure they're the last enemies coming.