Difference between revisions of "Community Nightfall strategy"
(→{{class link|Medic}}) |
m (→{{class link|Soldier}}) |
||
Line 30: | Line 30: | ||
=== {{class link|Soldier}} === | === {{class link|Soldier}} === | ||
− | + | * Being pocketed of a Medic is not great on this specific map. Instead use your own rocketjump ability to flank the other team and even push of people on Stage 3! | |
=== {{class link|Pyro}} === | === {{class link|Pyro}} === |
Revision as of 21:52, 25 February 2012
“You are so small! Is funny to me!” This article is a stub. As such, it is not complete. You can help Team Fortress Wiki by expanding it. |
Community Nightfall strategy | |
---|---|
Basic Information | |
Developer(s): | Unknown |
Map Info | |
Environment: | Alpine / Industrial |
Setting: | Nighttime, raining |
Hazards: | Pitfall (third stage only) |
Map Photos | |
This article is about Community Nightfall strategy.
Contents
General (All Classes)
- Because of the unique anti-stalemate function in Nightfall, if your team's cart is ahead of the opposing team's cart near the end of the round, it may pay off to pull back and simply defend your cart. In doing so, both carts will continue to roll forward on their own. This strategy doesn't work on Stage 3, as there is no time limit.
- Stages 1 and 2 feature buildings separating each team's spawn from the central area, rendering sticky jumps and rocket jumps rather ineffective. However, Soldiers and Demomen can jump directly to the cart on Stage 3 with a well-timed blast.
- On Stage 2, team members should initially focus on pushing the cart up the incline. The cart will roll back if it does not reach the top, and this part of the map can become a choke point if the opposing team sets up a successful defense.
Class-specific strategy
Scout
- Scouts have extreme mobility on all stages and can annoy the other team while they are trying to get back on their cart.
- With the Force-A-Nature you can knock people into the pit on Stage 3.
Soldier
- Being pocketed of a Medic is not great on this specific map. Instead use your own rocketjump ability to flank the other team and even push of people on Stage 3!
Pyro
- On Stage 3, Pyros should make use of their compression blast to push opposing team members off their cart. Even if they don't get pushed into the pit, forcing them to climb back up to the cart costs them valuable time while your team pushes.
Demoman
- Due to open spaces, on stage 2 a Demoman can easily stickyjump to reach the others side quickly- And easily camp the mittle of the map.
Heavy
- Using the G.R.U can be really useful to get to the mittle point of Stage 2 quickly- Pairing up with a medic can be devastating!
Engineer
- Due to the tight corridors, Engineers equipped with the Gunslinger can deploy Mini-Sentry Guns to great effect on certain parts of the map, namely around corners. They can also provide distraction while teammates flank the opposing team.
Medic
- If using the Kritzkrieg on any stage, pair up with a Demoman. A kritz Demoman on stage 3 can push of many people of cliffs, and 1-sticky kill a great amount of players.
- Using the Medigun is the only useful medigun to pair up with a Heavy, due to many open spaces, people can flee from Kritz, and Quickfix is easily evadeable.
- Use the Quickfix ONLY if pairing up with a Scout, any other class with a quickfix is a waste of Übercharge.
Sniper
- Stage 3's open nature is very friendly for Snipers, with long sightlines. On Stage 1 and especially on Stage 2, Snipers may be better off equipping the Huntsman, along with Jarate, to do more close-range damage.
Spy
- Spies can make effective use of the tight corridors of Stages 1 and 2 to pick off enemies not on the cart.