Difference between revisions of "Community Harvest strategy"

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* Help Soldiers and Demomans who want to make a Rocket/Sticky jump.
 
* Help Soldiers and Demomans who want to make a Rocket/Sticky jump.
  
* If you want to go with Heavy, Soldier or Demoman, the better variant inter Medi Gun, Kritzkrieg and Quick-Fix is Medi Gun.
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* If you want to go with Heavy, Soldier or Demoman, the better variant out of the Medi Gun, Kritzkrieg and Quick-Fix is the Medi Gun.
 
** The [[Kritzkrieg]] is also a good choice if you have a friendly Heavy who is willing to push an enemy wave back.
 
** The [[Kritzkrieg]] is also a good choice if you have a friendly Heavy who is willing to push an enemy wave back.
  

Revision as of 02:58, 12 May 2012

Community Harvest strategy
300px
Basic Information
Developer(s): Unknown
Map Info
Environment: Farmland
Setting: Daylight, sunny
Map Photos
Loading screen photos.

This article is about Community Harvest strategy.

General (All Classes)

  • The center shed provides more cover for attackers than defenders. Capturing the point is easiest with support from team members outside the shed.
  • Soldiers and Demomen can jump onto the roof of the center shed with rockets or stickies and attack from above.
  • Due to the center shed's roof being open, a variety of projectiles can be lobbed into the building (i.e. Mad Milk, Jarate, Grenades), allowing you to weaken the opposition.
  • Any class with 100% speed or higher can make the jump from your team's building to the middle shed and then on to the other team's building with practice. This is useful for ambushes.
  • The square shaped rooms in the main farmhouses ensure that there are many corner and blindspots for Spies; likewise, the corners and hiding spots in the farmhouses are great for Pyro ambushes.
  • Snipers like to stay in the upper levels of their team's farmhouses. If you happen to be in the area, take a moment to sweep the upper floor for enemy Snipers.
  • There is cover placed sporadically around the map. Use it.

Class-specific strategy

Leaderboard class scout.png Scout

  • Scouts can double-jump to the middle shed and then across to the other team's building. This can be useful if the ground-level area is highly contested. They can also triple jump from the raised ground the the roof.
  • When an enemy is on the Control Point, a Scout can use the Sandman to stun enemies. This will grant the Scout and his teammates greater ease to clear the Control Point.
  • With the Crit-a-Cola equipped, a Scout can clear choke areas, including the Control point barn. However, be aware that it also sets Scouts up for eased death; approach hordes with caution.
  • The sheer speed of the Scout is excellent for clearing Snipers in tight sniping areas. Use this to your advantage to eliminate any threats of Sniper attacks.
  • The Shortstop can work especially well on this map, since there are many enclosed spaces as well as large open ones.
  • Lobbing speculative baseballs over the top of the enemies' building can often hit Snipers, as that is a common camping spot. Even if you do not manage to hit a Sniper, the ball will occasionally hit a enemy exiting their spawn. If the ball does hit someone, it is usually not a good idea to chase them, as they will likely be surrounded by enemies

Leaderboard class soldier.png Soldier

  • During the beginning of a round, you can damage yourself with your Rocket Launcher and use The Equalizer to quickly run over to the enemies' spawn point to distract them while your teammates capture the Control Point.
  • While many parts of the map are open spaces, many spaces are also tight, indoor spaces. With the splash damage inflicted by Soldier Primaries, this is very advantageous.
  • Soldiers, along with Demomen, can use the Pain Train to cap the Control Point with twice the speed.
  • Soldiers can use the high firing-speed of the Direct Hit or the Liberty Launcher to quickly take out enemy Snipers that dwell in typical sniping locations.
  • With the Equalizer equipped, a Soldier can sneak into the chaos of a conflicting Control Point, and use the Kamikaze taunt to kill unsuspecting enemies en masse.
  • The Buff Banner is an imperative tool in ending Control Point conflicts. The Battalion's Backup is good for the opposite reason, as it can be used when defending the Control Point.

Leaderboard class pyro.png Pyro

  • Try using Flare Gun or the Detonator, as they can be extremely useful for killing the Snipers on the second floor.
  • When attacking the Control Point, it is rarely intelligent to just charge in. Try waiting for them to turn around defending one side, then charge in and cause havoc with your Flamethrower
  • The Backburner can be very useful for this map. While equipped with it, drop down from one of the many roofs and make short work of enemies.
  • Use your Flamethrower to defend then point from sneaky Demomen and Soldiers using the open roof. Airblast their projectiles away.
  • Spy check everybody coming in, or going out of the CP. In a map as open as this, Spies tend to run rampant.

Leaderboard class demoman.png Demoman

  • Demomen can jump on top of the middle buildings using a sticky jump and then drop bombs down onto the control point to kill the enemies quickly.

Leaderboard class heavy.png Heavy

  • Heavies are very effective when being assisted by a Medic in the control point. Try crouching in one of the 4 corners of the control point to defend the Medic while he heals you.
  • If you find it difficult to stay secure on the Control Point, try running behind the enemy's side shed, and waiting for the next wave of attackers to come. Jumping down from on top the shed and revving up is a great way to catch them off guard.
  • Try to stay mobile. Snipers on the roof, if left unchecked, can target you very easily, if you are not standing on the point.

Leaderboard class engineer.png Engineer

  • Setting up a nest near (or in) the point can be beneficial.
    • Try to create a Dispenser near the center shed. This will allow your team to keep the pressure on the control point.
    • Place a sentry on the roof of the farmhouse and use the Wrangler to provide support fire all over the battlefield.
    • The rapidly shifting battlefield makes the Gunslinger an attractive proposition due to its quick build time and mobility.

Leaderboard class medic.png Medic

  • Help Soldiers and Demomans who want to make a Rocket/Sticky jump.
  • If you want to go with Heavy, Soldier or Demoman, the better variant out of the Medi Gun, Kritzkrieg and Quick-Fix is the Medi Gun.
    • The Kritzkrieg is also a good choice if you have a friendly Heavy who is willing to push an enemy wave back.

Leaderboard class sniper.png Sniper

  • The peaked roof of the farmhouse can provide cover for Snipers if they stand on the back of the roof and fire over it at the enemy, but this prevents them from firing at the area between the farmhouse and the center shed.
  • It is possible to get onto the roof on the main farmhouse by jumping through the windows on the upper level. This is great for Snipers because of the added cover.
  • Don't stay on the roof for too long, as many other classes are able to get on the roof easily. Try rotating between the roof, the side shed area and inside your team's farmhouse.

Leaderboard class spy.png Spy

  • Spies are very effective on Harvest. Snipers in their team's respective farmhouse or near their team's shed are easy targets, and enemies that like to travel through the farmhouse to get to the point are as well.
  • The paths to the left of the farmhouse is usually less traveled.
  • The farmhouse itself has a lot of corners and blindspots for to recharge or anticpipate unsuspecting enemies. Be sure to use them.
  • As with most King of the Hill maps, the control point is often too busy and choatic for a Spy to simply wander about in. So try to pick targets that are travelling towards the control point and try to prioritize which targets you want to kill first.