Difference between revisions of "Community Mann Manor strategy"
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{{Pro}} The Shotgun can be effective against the Horsemann as base damage remains the same when attacking him. This will allow you to do more damage from a longer range than normal. | {{Pro}} The Shotgun can be effective against the Horsemann as base damage remains the same when attacking him. This will allow you to do more damage from a longer range than normal. | ||
− | {{Con}}Charging the Horsemann with the [[Equalizer]] at very low health will only be effective if the enemy team is not around and the Horsemann is | + | {{Pro}} The [[Cow Mangler 5000]], while it might not deal much damage, is good as an escape weapon due to the extra ammo and infinite ammo. You can preform better escapes from the Horsemann, especially with the [[Gunboats]] equipped. |
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+ | {{Con}}Charging the Horsemann with the [[Equalizer]] at very low health will only be effective if the enemy team is not around and the Horsemann is very distracted, as your crits will deal around 300 damage. Otherwise, it's a risky strategy. | ||
{{Con}}The following weapons may be less effective against the Horsemann, due to his immunity to fire, stun, bleeding, mini-crits, on-hit and on-kill attributes: [[Black Box]], [[Buff Banner]], [[Battalion's Backup]], [[Concheror]], [[Reserve Shooter]] and [[Half-Zatoichi]]. | {{Con}}The following weapons may be less effective against the Horsemann, due to his immunity to fire, stun, bleeding, mini-crits, on-hit and on-kill attributes: [[Black Box]], [[Buff Banner]], [[Battalion's Backup]], [[Concheror]], [[Reserve Shooter]] and [[Half-Zatoichi]]. | ||
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{{Pro}}Direct hits with the [[Grenade Launcher]] or [[Loch-n-Load]] will deal large amounts of damage to the Horsemann, so it is advisable to lead your shots slightly to ensure they connect. This strategy is especially effective with a [[Kritzkrieg]] ÜberCharge. | {{Pro}}Direct hits with the [[Grenade Launcher]] or [[Loch-n-Load]] will deal large amounts of damage to the Horsemann, so it is advisable to lead your shots slightly to ensure they connect. This strategy is especially effective with a [[Kritzkrieg]] ÜberCharge. | ||
− | {{Pro}}Stickybomb traps are very effective against the Horsemann, as he will not try to avoid them; it just requires having the IT player lure the Horsemann onto the trap. | + | {{Pro}}Stickybomb traps are very effective against the Horsemann, as he will not try to avoid them; it just requires having the IT player lure the Horsemann onto the trap. This works even better with the [[Scottish Resistance]], since it has 6 extra bombs and a faster fire rate at the cost of a slower arming time. Plan your traps well. |
{{Con}}Playing as a Demoknight is risky as the Horsemann attacks if he feels something is blocking his movement, and a player will be made IT if they are closest when the Horsemann changes target. | {{Con}}Playing as a Demoknight is risky as the Horsemann attacks if he feels something is blocking his movement, and a player will be made IT if they are closest when the Horsemann changes target. | ||
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{{Info}}The Heavy is slow, thus vulnerable, if he does not have a Medic pocketing him ready to pull an Über if the Horsemann picks either of them as his next target. | {{Info}}The Heavy is slow, thus vulnerable, if he does not have a Medic pocketing him ready to pull an Über if the Horsemann picks either of them as his next target. | ||
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+ | {{Pro}} A Heavy under the effects of a [[Kritzkrieg]] can shred the boss in mere seconds, and since the Horsemann targets those who are closest to him, and critical hits have no damage falloff, this can be done quite safely. | ||
{{Con}}The Shotgun should rarely be used, as the time between shots and damage spread mean you will always get more damage from your primary weapon. Nonetheless, if you have run out of ammunition for your primary weapon, remember that base damage remains constant while attacking the Horsemann, so you can use the Shotgun effectively from further ranges than normal. | {{Con}}The Shotgun should rarely be used, as the time between shots and damage spread mean you will always get more damage from your primary weapon. Nonetheless, if you have run out of ammunition for your primary weapon, remember that base damage remains constant while attacking the Horsemann, so you can use the Shotgun effectively from further ranges than normal. | ||
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+ | {{Con}} The [[Brass Beast]], even under a Kritzkrieg, is only recommended if the Horsemann is distracted and you are far away, since you are very slow while revving and moving with it, which gives the Horsemann and even the enemy team a good reason to attack you. | ||
{{Con}}The following weapons may be less effective against the Horsemann, due to his immunity to fire, stun, bleeding, mini-crits, on-hit and on-kill attributes: [[Natascha]], [[Buffalo Steak Sandvich]], [[Killing Gloves of Boxing]], [[Fists of Steel]] and [[Holiday Punch]]. | {{Con}}The following weapons may be less effective against the Horsemann, due to his immunity to fire, stun, bleeding, mini-crits, on-hit and on-kill attributes: [[Natascha]], [[Buffalo Steak Sandvich]], [[Killing Gloves of Boxing]], [[Fists of Steel]] and [[Holiday Punch]]. | ||
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{{Pro}}Sentry Guns will target the Horsemann even when he is outside their normal range. | {{Pro}}Sentry Guns will target the Horsemann even when he is outside their normal range. | ||
− | {{Pro}}Because Sentry Guns never deal critical hits (except mini-crits, which do not affect the Horsemann), your Sentry Gun can be an effective way to deal damage to the Horsemann without | + | {{Pro}}Because Sentry Guns never deal critical hits (except mini-crits, which do not affect the Horsemann), your Sentry Gun can be an effective way to deal damage to the Horsemann without risking being marked as IT. Use the [[Wrangler]] for maximum damage. |
{{Pro}}The Shotgun and Pistol can both be effective against the Horsemann as their base damage remains the same when attacking it. This will allow you to do more damage from a longer range than normal. | {{Pro}}The Shotgun and Pistol can both be effective against the Horsemann as their base damage remains the same when attacking it. This will allow you to do more damage from a longer range than normal. | ||
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{{Info}}Most of the Medic's weapons are relatively ineffective, so the Medic should be reserved to a support role. Use your ÜberCharge on teammates so they can attack the Horsemann. | {{Info}}Most of the Medic's weapons are relatively ineffective, so the Medic should be reserved to a support role. Use your ÜberCharge on teammates so they can attack the Horsemann. | ||
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+ | {{Pro}} If you are really aggressive against the Horsemann, then the [[Vita-Saw]] can allow you to preform Ubercharges more quickly. The health penalty is negligible since the Horsemann's axe is an instant kill anyway. | ||
{{Con}}It is risky to use the [[Quick-Fix]] or the Kritzkrieg against the Horsemann, as The Horsemann's melee attack is a 1-Hit KO except against Übered players and Dead Ringer Spies. However, at a distance, the Kritzkrieg charge is effective at dispatching the Horsemann. | {{Con}}It is risky to use the [[Quick-Fix]] or the Kritzkrieg against the Horsemann, as The Horsemann's melee attack is a 1-Hit KO except against Übered players and Dead Ringer Spies. However, at a distance, the Kritzkrieg charge is effective at dispatching the Horsemann. |
Revision as of 01:53, 22 April 2012
Community Mann Manor strategy | |
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Basic Information | |
Developer(s): | Unknown |
Map Info | |
Environment: | Halloween |
Setting: | Nighttime |
Hazards: | Pumpkin bombs, Horseless Headless Horsemann, Pit |
Map Photos | |
This article is about Community Mann Manor strategy.
General Map Strategy
- This map is a reskin of Mountain Lab, so any strategies that apply there will work here.
- This map features re-spawning Pumpkin Bomb traps. Acknowledge their locations, since they appear at certain chokepoints and are worth shooting if a group of enemies are close by.
General Horseless Headless Horsemann Strategy
- The Horsemann can traverse the entire map except for spawn rooms and a few ledges, such as a rooftop between points A and B which Scouts, Soldiers and Demomen can access. If you are IT, going up to these ledges will cause the Horsemann to lose interest in you and chase someone else.
- When you are IT and the spots above aren't nearby, look for enemies to either run around or hit with your melee weapon (the latter will pass the IT status to them). Doing so gives you a better chance of surviving being IT.
- Wearing a Saxton Hale Mask or Horseless Headless Horsemann's Head will prevent you from getting stunned by the Horsemann's taunt.
- The Horsemann runs at Scout speed, so do not attempt to outrun him unless you are a Demoman and have a shield with you.
- A strategy for the player designated IT is to act as bait for the Horsemann, while all other players inflict as much damage as they can.
- The Horsemann's target can trap him by standing on the ledge behind the wall of the shack on the rock outcrop. Standing there while you are IT makes the Horsemann attack the wall of the shack and ignore all other players for the duration that you are IT, including those attacking him with melee weapons.
- Another effective spot for trapping the Horsemann is just in front of BLU's spawn in the shelf-filled building; by crouch-jumping onto the barrel and then again onto the middle shelves one can stand on top and the Horsemann will run about below, trying to attack the player. While upon the shelves the player and other teammates can safely attack the Horsemann until he dies or switches targets.
- The control points stay active while the Horseless Headless Horsemann is out. It is a good strategy to use this time to take control of the point while the enemy is distracted.
- If you are IT and are near the currently contested point, you can try to lead the Horsemann to enemies trying to cap the point.
- On RED, while defending the last point, stay close to the spawn and wait until someone on your team is IT. The Horsemann will spend a lot of time chasing the BLU team, defending the point for you.
- Use the gap around the final control point as a buffer. If the Horsemann gets too close, it is possible to simply jump the gap while he will be forced to maneuver around the crack in the floor in order to reach you.
- While the Horsemann can chase IT onto the roof of B, he cannot chase players onto the roofs of the buildings near it. Therefore, it is still possible to deal damage without the risk of being killed.
- The Horsemann cannot jump, but he will walk off of ledges and fall down to reach those marked as IT.
Class | Strategy | ||
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![]() Scout |
vs | ![]() Horseless Headless Horsemann |
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![]() Soldier |
vs | ![]() Horseless Headless Horsemann |
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![]() Pyro |
vs | ![]() Horseless Headless Horsemann |
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![]() Demoman |
vs | ![]() Horseless Headless Horsemann |
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![]() Heavy |
vs | ![]() Horseless Headless Horsemann |
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![]() Engineer |
vs | ![]() Horseless Headless Horsemann |
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![]() Medic |
vs | ![]() Horseless Headless Horsemann |
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![]() Sniper |
vs | ![]() Horseless Headless Horsemann |
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![]() Spy |
vs | ![]() Horseless Headless Horsemann |
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