Difference between revisions of "Community Sawmill (Capture the Flag) strategy"

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({{class link|Pyro}})
(heh heh, 10% movement speed)
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'''[[Sawmill (Capture the Flag)]]''' [[strategy]].
 
'''[[Sawmill (Capture the Flag)]]''' [[strategy]].
 
{{Map infobox
 
{{Map infobox
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== Class-specific strategy==
 
== Class-specific strategy==
 
=== {{class link|Scout}} ===
 
=== {{class link|Scout}} ===
* Scouts work wonders here, use the rooftops and you will be on the enemy's Intelligence room in a blast.
+
* Scouts work wonders here. Use the rooftops and you will be in the enemy's Intelligence room in a blast.
* Double-jumping allows you to flank the enemy. A few bursts of the [[Scattergun]] can take down most classes quickly, if caught by surprise.
+
* Double-jumping allows you to flank the enemy. A few bursts of the [[Scattergun]] can take down most classes quickly, if they're caught by surprise.
 
* When using the [[Force-A-Nature]], try not to accidentally smash yourself into the saw blades.
 
* When using the [[Force-A-Nature]], try not to accidentally smash yourself into the saw blades.
* [[Mad Milk]]'s health benefit is useful when there are less health packs; however, do not let your enemies get to the water.
+
* [[Mad Milk]]'s health benefit is useful when there are fewer health packs. Do not let your enemies get to the water to wash it off.
 
* [[Bonk! Atomic Punch]] does NOT protect against saw blades. Don't run into them!
 
* [[Bonk! Atomic Punch]] does NOT protect against saw blades. Don't run into them!
 
* The [[Sandman]] is relatively useful in this stage: accurate pitching over the rooftops may stun a dangerous foe.
 
* The [[Sandman]] is relatively useful in this stage: accurate pitching over the rooftops may stun a dangerous foe.
* The [[Boston Basher]] is ''very'' useful here. The bleeding can only be stopped by health packs, which are far and few. Just be careful not to hurt yourself in the process.
+
* The [[Boston Basher]] or [[Three-Rune Blade]] is ''very'' useful here. The bleeding can only be stopped by health packs, which are far and few. Just be careful not to hurt yourself in the process.
 
* The [[Candy Cane]] helps you get more health on this stage, which is relatively useful.
 
* The [[Candy Cane]] helps you get more health on this stage, which is relatively useful.
 
* The [[Fan O'War]] can be useful for teamwork here. Just never go alone or you risk a quick melee death.
 
* The [[Fan O'War]] can be useful for teamwork here. Just never go alone or you risk a quick melee death.
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*[[Jumps#Rocket jump|Rocket jumping]] works well for experienced players. Jumping past the boarded-off area will allow you to flank the enemy and smash their defenses.
 
*[[Jumps#Rocket jump|Rocket jumping]] works well for experienced players. Jumping past the boarded-off area will allow you to flank the enemy and smash their defenses.
*If you encounter a Pyro, try to head for the waterfall area. Underwater combat is much easier.
+
*If you encounter a Pyro, try to head for the waterfall area. Underwater combat is much easier when the Pyro's primary weapon is unusable.
*The [[Black Box]] is recommended here because there are less health pickups.
+
*The [[Black Box]] is recommended here because there are fewer health pickups.
*The [[Buff Banner]], [[Battalion's Backup]], and the [[Concheror]] will work better here. The small map works to your advantage, allowing you to buff more players at once.
+
*The [[Buff Banner]], [[Battalion's Backup]], and the [[Concheror]] will work well here. The small map works to your advantage, allowing you to buff more players at once.
*[[Gunboats]] will massively help rocket-jumpers so they can ambush the enemy with enough health to fight more effectively.
+
*[[Gunboats]] will massively help rocket-jumpers so they can ambush the enemy, with enough health to fight more effectively.
*The [[Half-Zatoichi]] is massively helpful here, making up for the small amount of health pickups easily.
+
*The [[Half-Zatoichi]] is massively helpful here, making up for the small amount of health pickups easily. Be aware that players will try to keep a distance from you.
  
 
=== {{class link|Pyro}} ===
 
=== {{class link|Pyro}} ===
* Since the arsonist must also participate in the transfer of intelligence, it is helpful to use a set of [http://wiki.teamfortress.com/wiki/Item_sets The Gas Jockey's Gear]. 10% movement speed will never be redundant. However, do not forget, that you're 10% vulnerable to bullets.
+
* Since the arsonist must also participate in the transfer of Intelligence, it is helpful to use the [[Gas Jockey's Gear]]. A 10% increase in movement speed will never be redundant. However, do not forget that you're 10% more vulnerable to bullets.
*You can use your Airblast to push enemies into the saw blades.
+
*You can use your [[Compression blast|airblast]] to push enemies into the saw blades.
 
*Pyros can utilize the corner sheds as a hiding spot while waiting for an enemy to ambush.
 
*Pyros can utilize the corner sheds as a hiding spot while waiting for an enemy to ambush.
 
*Most players attempt to capture the point in groups. Use the [[Detonator]] at the enemies standing on the point and then take them out swiftly with the [[Axtinguisher]].
 
*Most players attempt to capture the point in groups. Use the [[Detonator]] at the enemies standing on the point and then take them out swiftly with the [[Axtinguisher]].
  
 
=== {{class link|Demoman}} ===
 
=== {{class link|Demoman}} ===
* Demomen with the [[Scottish Resistance]] can place stickies on the Intelligence while continuing to defend other spots. This is incredibly powerful for a steady defense on the intelligence while retaining chokepoint defense.
+
* Demomen with the [[Scottish Resistance]] can place stickies on the Intelligence while continuing to defend other spots. This is incredibly useful for a steady defense on the Intelligence while retaining chokepoint defense.
  
* If you are quick enough at the beginning of the round you can use the [[Sticky Jumper]] to jump over the fence to get to the enemies Intelligence room and take the briefcase before they've had a chance to set up a defense then sticky jump back over the fence to your Intelligence room.
+
* If you are quick enough at the beginning of the round you can use the [[Sticky Jumper]] to jump over the fence to get to the enemies' Intelligence room and take the briefcase before they've had a chance to set up a defense, then sticky jump back over the fence to your Intelligence room.
  
 
=== {{class link|Heavy}} ===
 
=== {{class link|Heavy}} ===
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* Another strategy is to just set up in the Intelligence room, as this strategy defends against sneaky Scouts who try to steal the [[intelligence]].
 
* Another strategy is to just set up in the Intelligence room, as this strategy defends against sneaky Scouts who try to steal the [[intelligence]].
  
* BLU Engineers have the slight advantage of using the top shelf of the Log Shed to place a Sentry Gun and Dispenser. This can be easily achieved by approaching the edge of the door frame leading to the central area, running along a small lip on the outer wall towards the log shed and crouch jumping onto the ledge. This spot gives a strong defense/offence against most classes that happen to pass through and has an excellent element of surprise. Your team can receive ammo and metal from your Dispenser by jumping on the lower ledge directly below it.
+
* BLU Engineers have the slight advantage of using the top shelf of the log shed to place a [[Sentry Gun]] and [[Dispenser]]. This can be easily achieved by approaching the edge of the door frame leading to the central area, running along a small lip on the outer wall towards the log shed and crouch jumping onto the ledge. This spot gives a strong defense/offense against most classes that happen to pass through and has an excellent element of surprise. Your team can receive ammo and metal from your Dispenser by jumping on the lower ledge directly below it.
  
* Remember that placing a Sentry anywhere other than in the basement itself may allow enemy players to slip by and nab the inteligence while you're away. Make sure that your team is covering every other route before you set up a Sentry Gun elsewhere!
+
* Remember that placing a Sentry anywhere other than in the basement itself may allow enemy players to slip by and nab the Intelligence while you're away. Make sure that your team is covering every other route before you set up a Sentry Gun elsewhere!
  
 
=== {{class link|Medic}} ===
 
=== {{class link|Medic}} ===
 
* The Medic's health regeneration and the two large pools of water mean that fire is largely of no threat to you. If you find yourself fighting an enemy Pyro near the water, don't be afraid to take him on.
 
* The Medic's health regeneration and the two large pools of water mean that fire is largely of no threat to you. If you find yourself fighting an enemy Pyro near the water, don't be afraid to take him on.
  
* The Medic's high speed and relative studiness (mid-level health with passive regeneration) mean you are still capable of making a capture. If the Intelligence room is clear of Sentry Guns, and no help is in sight, go for it unless you risk losing a full or near-full Ubercharge. If planning to capture, the Overdose may be a good choice of primary so you can escape even faster.
+
* The Medic's high speed and relative sturdiness (mid-level health with passive regeneration) mean you are still capable of making a capture. If the Intelligence room is clear of Sentry Guns and no enemies are in sight, go for it unless you risk losing a full or near-full [[ÜberCharge]]. If planning to capture, the [[Overdose]] may be a good choice of primary so you can escape faster.
  
 
=== {{class link|Sniper}} ===
 
=== {{class link|Sniper}} ===
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=== {{class link|Spy}} ===
 
=== {{class link|Spy}} ===
* Try sapping buildings on the top shelf on the Log Shed, they often go in the corner to hide and protect their buildings.
+
* Try sapping buildings on the top shelf on the log shed, as Engineers often go in the corner to hide and protect their buildings.
  
 
== See also ==
 
== See also ==

Revision as of 04:14, 16 April 2012

Sawmill (Capture the Flag) strategy.

Community Sawmill (Capture the Flag) strategy
CTF Sawmill Center.png
Basic Information
Developer(s): Unknown
Map Info
Environment: Alpine
Setting: Cloudy, raining
Hazards: Saw Blades
Map Photos
Loading screen photos.

General (All Classes)

  • Use the rooftops to give yourself the high ground advantage. The tops of the stairs in the central area are also good for picking off enemies down on the main point.

Class-specific strategy

Leaderboard class scout.png Scout

  • Scouts work wonders here. Use the rooftops and you will be in the enemy's Intelligence room in a blast.
  • Double-jumping allows you to flank the enemy. A few bursts of the Scattergun can take down most classes quickly, if they're caught by surprise.
  • When using the Force-A-Nature, try not to accidentally smash yourself into the saw blades.
  • Mad Milk's health benefit is useful when there are fewer health packs. Do not let your enemies get to the water to wash it off.
  • Bonk! Atomic Punch does NOT protect against saw blades. Don't run into them!
  • The Sandman is relatively useful in this stage: accurate pitching over the rooftops may stun a dangerous foe.
  • The Boston Basher or Three-Rune Blade is very useful here. The bleeding can only be stopped by health packs, which are far and few. Just be careful not to hurt yourself in the process.
  • The Candy Cane helps you get more health on this stage, which is relatively useful.
  • The Fan O'War can be useful for teamwork here. Just never go alone or you risk a quick melee death.

Leaderboard class soldier.png Soldier

  • Rocket jumping works well for experienced players. Jumping past the boarded-off area will allow you to flank the enemy and smash their defenses.
  • If you encounter a Pyro, try to head for the waterfall area. Underwater combat is much easier when the Pyro's primary weapon is unusable.
  • The Black Box is recommended here because there are fewer health pickups.
  • The Buff Banner, Battalion's Backup, and the Concheror will work well here. The small map works to your advantage, allowing you to buff more players at once.
  • Gunboats will massively help rocket-jumpers so they can ambush the enemy, with enough health to fight more effectively.
  • The Half-Zatoichi is massively helpful here, making up for the small amount of health pickups easily. Be aware that players will try to keep a distance from you.

Leaderboard class pyro.png Pyro

  • Since the arsonist must also participate in the transfer of Intelligence, it is helpful to use the Gas Jockey's Gear. A 10% increase in movement speed will never be redundant. However, do not forget that you're 10% more vulnerable to bullets.
  • You can use your airblast to push enemies into the saw blades.
  • Pyros can utilize the corner sheds as a hiding spot while waiting for an enemy to ambush.
  • Most players attempt to capture the point in groups. Use the Detonator at the enemies standing on the point and then take them out swiftly with the Axtinguisher.

Leaderboard class demoman.png Demoman

  • Demomen with the Scottish Resistance can place stickies on the Intelligence while continuing to defend other spots. This is incredibly useful for a steady defense on the Intelligence while retaining chokepoint defense.
  • If you are quick enough at the beginning of the round you can use the Sticky Jumper to jump over the fence to get to the enemies' Intelligence room and take the briefcase before they've had a chance to set up a defense, then sticky jump back over the fence to your Intelligence room.

Leaderboard class heavy.png Heavy

Leaderboard class engineer.png Engineer

  • The stairways from either spawn to the control point make for excellent Sentry Gun spots, especially useful for defending the Intelligence room and also being able to fire at other would-be attackers if you have the Wrangler equipped.
  • Another strategy is to just set up in the Intelligence room, as this strategy defends against sneaky Scouts who try to steal the intelligence.
  • BLU Engineers have the slight advantage of using the top shelf of the log shed to place a Sentry Gun and Dispenser. This can be easily achieved by approaching the edge of the door frame leading to the central area, running along a small lip on the outer wall towards the log shed and crouch jumping onto the ledge. This spot gives a strong defense/offense against most classes that happen to pass through and has an excellent element of surprise. Your team can receive ammo and metal from your Dispenser by jumping on the lower ledge directly below it.
  • Remember that placing a Sentry anywhere other than in the basement itself may allow enemy players to slip by and nab the Intelligence while you're away. Make sure that your team is covering every other route before you set up a Sentry Gun elsewhere!

Leaderboard class medic.png Medic

  • The Medic's health regeneration and the two large pools of water mean that fire is largely of no threat to you. If you find yourself fighting an enemy Pyro near the water, don't be afraid to take him on.
  • The Medic's high speed and relative sturdiness (mid-level health with passive regeneration) mean you are still capable of making a capture. If the Intelligence room is clear of Sentry Guns and no enemies are in sight, go for it unless you risk losing a full or near-full ÜberCharge. If planning to capture, the Overdose may be a good choice of primary so you can escape faster.

Leaderboard class sniper.png Sniper

Leaderboard class spy.png Spy

  • Try sapping buildings on the top shelf on the log shed, as Engineers often go in the corner to hide and protect their buildings.

See also