Difference between revisions of "Team strategy"

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(Team Tactics)
(Rushing)
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===Rushing===
 
===Rushing===
 
''<small>Main page''</small>: [[Rush]]
 
''<small>Main page''</small>: [[Rush]]
*'''Overview''': All players chose only one class or a majority of one class. The class usaully depends on the situation. For example, if the said team is getting pummeled by the defending team on control points, the opposite team may choose the [[Scout]] in order to steamroll the enemy and capture the points quickly.  
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*'''Overview''': All players chose only one class to overwelm the enemy.
*'''Details''': One player convinces the rest to choose only one
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*'''Details''': All players chose only one class or a majority of one class. The class usaully depends on the situation. For example, if the said team is getting pummeled by the defending team on control points, the opposite team may choose the [[Scout]] in order to steamroll the enemy and capture the points quickly.
  
 
== Practices ==
 
== Practices ==

Revision as of 08:47, 25 August 2010

In Team Fortress 2, it can be very hard for a player to go solo and beat the enemy team. Working with your team is important for success. This article is designed to help you and your team achieve that victory. For a guide on improving your own game, see Strategy. For map-specific strategies, see the individual pages for each map.

File:Team talk gravelpit.JPG
Be sure to communicate with your team on who's playing what


General Strategies

These are the strategies of the game that most players should learn and understand if they want to help their team. Using these in combat will allow you to get a leg up on the competition.

Find alternate routes and use them (even if they take longer than direct route). Don't take same flanking route too often or else you're being predictable. When you have a few people flanking the enemy all the time, you can trap and kill them.
Wait around corners and surprise your enemy. You and a few of your allies could wait around corners and ambush any enemies that walk by as a defensive or offensive tactic.
Communicate between you and your Medic buddy. ÜberCharges are special; don't waste unless it's needed or wanted. Have a quick plan for what you will do when Übered.

Class Specific Strategies

Know your weapon, know your foe. These guides are meant to help you understand what to do in certain situations and when fighting other opponents. Use these guides to know what your class should do to help the team.

Team Tactics

The barrage

  • Overview: a creeping hail of explosives moves though an area to clear the way for the rest of the team.
  • Details: Demomen and Soldiers fire continually into an area to make it a no go zone for the opposing team, the attackers follow the barrage by moving into the cleared area to posses it.

The Demomen and Soldiers must use a spread of fire across the intended area to ensure it is all cleared.

Über push

  • Overview: the attacking team co ordinate a series of ÜberCharges to clear an area.
  • Details: Two or more Medics build up an ÜberCharge one is activated and enters the area, after 9 seconds the second is activated and moves into the area or if the map allows it the second uses the protection afforded by the first ÜberCharged pair to get deeper into enemy territory. Communicating who will Über first is key.

Mine field

  • Overview: Demomen lay series of sticky bombs over an open area.
  • Details: a spread out carpet of Sticky bombs is laid over an open area in sequence, as soon as the attackers reach the first set they are detonated, then the second set and then the third set to remove each wave of attackers as they rush or move into an area. It is important that the other Demomen wait for the previous set to be detonated before detonating the next set. Using the Scottish Resistance makes this strategy more efficient, easier to pull off, and somewhat lessens the need for multiple Demomen, as a single Demoman can have up to 14 stickies and selectively detonate them.

Sap and attack

  • Overview: Spies sap sentry emplacements to enable an attack.
  • Details: a Spy or Spies sap sentry emplacements moments later a push by assault classes destroys the sapped sentries. Communicate when you have sapped the sentry to enable the attack to commence immediately. Continue to sap to enable the attacker to take out the Engineer first.

Medic Luring

  • Overview: a "Soldier/Heavy" disguised Spy lures Medics into ambush points.
  • Details: a Spy disguised as an enemy assault class can lures an unaware Medic into teaming up but instead of attempting to kill off the Medic, the Spy can simply lead the Medic into a false sense of security as he charges into his own base where an ambush point such as an Engineer sentry would be positioned. Remember that Spies look less suspicious when they look like they are trying to help the team.

Rushing

Main page: Rush

  • Overview: All players chose only one class to overwelm the enemy.
  • Details: All players chose only one class or a majority of one class. The class usaully depends on the situation. For example, if the said team is getting pummeled by the defending team on control points, the opposite team may choose the Scout in order to steamroll the enemy and capture the points quickly.

Practices

It's important to practice both with your friends and your team. Learn what they can do well and can't. When a time comes that you need someone to be a certain class, make sure they know that class well enough to help out. Asking someone to be an Engineer when they rarely play it might not help out. When they seem to be lacking in a certain class, ask them to play it more in public rooms.