Difference between revisions of "Ambushing/ko"

From Team Fortress Wiki
Jump to: navigation, search
m (Map-specific ambushes)
(fixed category)
Line 142: Line 142:
 
* Next to the well entrances/exits.
 
* Next to the well entrances/exits.
  
[[Category:Strategy]]
+
[[Category:Strategy/ko]]

Revision as of 13:00, 23 October 2012


Quoted text.
스파이 성공의 기다림.

매복"숨어있다 갑작 스럽게 공격하는 것입니다". 이 전략은 가까운 거리에서 많은 효과를 낼 수 있습니다, 기습에 의존하는 파이로, 헤비, 스카웃, 그리고 스파이 같은 병과에 가장 유용합니다.적이 원거리 공격시 우회하여 근접해서 공격하면 아주 효과적입니다. 뿐만아니라 다른 병과에도 아주 유용합니다. 모퉁이나 장애물 뒤에 숨어서 지나가는 적을 공격하면 피해를 입기전에 큰 피해를 줄 수 있습니다.

측면 은 정면 공격자를 옆에서 공격 하는 것입니다, 매복과 같은 효과 입니다. 매복이 처럼 대기 요소를 줄 일수 있습니다.

미끼

때때로 적이 매복에 빠지게 할 몇 가지 설득이 있어야 합니다, 그리고 팀원/목표 떨어지게 끔 "미끼" 역활을 해야 합니다. 다음은 아홉 병과와 객관적 평가, 그들의 "대상 우선 순위" 입니다 :

  • 스카웃 - 낮다. 스카웃은 약합니다, 가까운 거리에서 무기로 공격해야 가장 효과적입니다. 스카웃을 추격하는 것은 힘이 듭니다, 그는 빠르고 민첩합니다.
  • 솔저 - 중간. 솔저는, 크고 상대적으로 느립니다, 가끔 적이 추격 할 때가 많습니다. 이러한 약점을 가진 솔저를 혼자 할 수 있습니다. 솔저가 회복하면 쫒아올 수 있으니 잠시 후퇴합니다. 또한, 탈출 계획을 갖을 수 있습니다. 탈출 하기 위해 든 것 처럼 보여 적에게 유혹 될 수 있습니다.
  • 파이로 - Medium-Low. Pyros have limited range and are generally seen running towards enemies rather than away from them. Enemies might be tempted to chase a fleeing Pyro, but they may also be wary of a Pyro turning an about-face and catching them in a corner.
  • 데모맨 - Very Low. Ambushes are extremely popular with Demomen, and most players will expect a fleeing Demoman to leave Stickybomb traps in his wake. Enemies will generally fall back unless they can safely destroy the stickies or push them away with an air blast.
  • 헤비 - Medium. Heavies make slow and obvious targets, but their Miniguns can put out a lot of damage in a very short period of time. Heavies who are not spun-up make slightly more appealing targets as it takes roughly a second before they can launch an effective counter-attack.
  • 엔지니어 - Medium-High. Engineers have only basic weapons to defend themselves, and if they're caught away from their Sentry Guns they are largely considered easy prey by the other classes. Engineers have been known to set up their own ambushes using their Sentry Guns, walking around to find enemies and baiting them right into their concealed Sentry Guns.
  • 메딕 - Very High. Medics are usually the number one target when it comes to the order of elimination. A slim profile and faster-than-average speed make them superb, albeit valuable, bait for ambushes.
  • 스나이퍼 - High. Snipers operate best when they can put significant distance between themselves and their opponents. At close range, Snipers are out of their element and will often retreat to regain the advantage.
  • 스파이 - High. Undisguised Spies draw a lot of attention from enemy players, who will want to eliminate the threat before the Spies have a chance to Cloak or disguise. Additionally, a Spy can disguise as a higher-priority target using friendly disguises, such as appearing as a Medic to the enemy, and becoming an even more tempting target for chasing.
  • Control Points - High. As the main objective in many game modes, a team may either choose to quickly capture a control point (more often happens in King of the Hill maps) and then retreat, tempting enemies with an "undefended" control point and subsequently catching them in a crossfire, or if playing Attack/Defense purposely hide defenders at control points to catch enemies unawares. The former can even be extended to full CP maps by luring the enemy into full assaults on a freshly captured CP, eliminating them and using the break in enemy reinforcements to push ahead.

Class-specific ambush tactics

Scout

  • As a Scout, your speed and heavy damage scatterguns are what makes you a lethal ambusher.
  • Use alternates routes and your speed to try to flank the enemy.
  • If it becomes too difficult to get behind enemy lines, use Bonk! Atomic Punch in order to dart through the front lines and behind the enemy.
  • By using Crit-a-Cola, you can deal a great deal of damage in a single ambush. To make the most of it, use the Scattergun or Shortstop as the small clip size and long reload time of the Force-A-Nature makes it a less-than-ideal accompaniment.
    • Alternatively, filling up most of the Hype meter of the Soda Popper and switching back to it later to fill it up for an ambush can be effective, especially when paired with the Pistol or Winger.
  • If you have confidence in your aim and ability to get close to an enemy, the Force-A-Nature deals the most burst damage of any of the Scout's primary weapons, at the cost of having only 2 shots per clip and reloading very slowly.

Soldier

  • Rocket jump onto high places that are above the player's average eye-level, e.g on top of doorways or on top of a pile of crates. When the enemy runs through the doorway, rain down rockets upon them.
  • Fall onto the enemy with the Mantreads to deal extra damage to the enemy.

Pyro

A demonstration of a Pyro ambushing.
  • Lurk around corners or next to entryways into different areas of the map to take advantage of the limited range of the Flamethrower.
  • Players tend to watch on their front and flanks, but not above themselves, therefore another form of ambush is dropping from above onto approaching enemies. This form of ambush can land the player in the middle of a group of attacking enemies, allowing them to douse the entire group in flames in a second or so by spinning around. It has the advantage of speed as free fall is significantly quicker than foot speed. It is only possible wherever a ledge exists to drop from, and this can be anticipated by the enemy team.
  • Sometimes, when hiding behind a corner, your Flamethrower may stick out, ruining your element of surprise. Switching to your Secondary or Melee weapon will prevent this, but require you to switch back later on.
  • The Backburner rewards Pyros with its 100% critical hits when attacking an enemy from behind, making it an excellent ambush weapon.
  • After ambushes, feign a retreat and disappear from the enemy's view. Some enemies may follow you in hopes of an easy kill; this gives the potential for another ambush.

Demoman

  • Stickybombs are tailormade for ambush purposes. Doorways, corners, and anywhere the enemy does not normally look when passing makes a great location for a potential Stickybomb trap.
  • Thanks to the abilities of the Scottish Resistance, multi-ambushes are now possible. When waves of enemies approach, detonating the first batch of stickies can take out the first wave, leaving the second batch ready for the second wave and so on.
  • Since confined locations are generally used for ambushing, it is best to place Stickybombs in tight clusters of 3-4 as opposed to covering a large area. The affected area is decreased, but the explosive damage from each Stickybomb stacks, and even the minimum splash damage will generally kill any class with a single detonation.
  • The Ullapool Caber is a perfect ambush weapon if equipped with the Chargin' Targe. It has a chance to kill multiple enemies in a single hit due to its high explosive damage. Note that the explosive is only good for a single use and it deals the user damage as well.

Heavy

  • A Heavy can jump around corners, spinning his Minigun on the way down, and proceed to wreak havoc on an unsuspecting, approaching enemy team. This works particularly well because the Heavy's DPS is particularly high up close.
  • With the Gloves of Running Urgently, you are almost as fast as most Classes, which can allow you to get to places quicker than most Heavies. However you take more damage while the Gloves are out.
  • Using Natascha when ambushing enemies can be quite effective as the slowdown effect prevents enemies from fleeing, and the reduced damage is made up for by the increased damage when fired in close range. In addition, Natascha is quieter when spinning than the Minigun, making it harder for approaching enemies to anticipate an ambush.
  • The Tomislav grants a perfectly silent, nearly instant rev up at the cost of firing 20% slower, but still deals more than enough damage to kill most any class in under a second of direct fire. The near instant start up time also allows the Heavy to respond to ambushes much more effectively than a Heavy wielding any of the other miniguns. Note that while spinning Tomislav up is silent, shooting is not.

Engineer

  • Level 1 Sentry Guns are small and relatively quiet, making them ideally suited for planted ambushes and traps much in the same way Stickybombs are suited for trapping doorways.
  • Similar to the Level 1 Sentry Gun, the Combat Mini-Sentry Gun has the additional advantages of a rapid build time and low construction cost. This allows it to be quickly set up for ambushes in contested areas or delay pursuers if forced to flee.
  • Be wary of obstructions which could create blind spots for your Sentry Gun, and potentially botch your ambush attempt.
  • Enemies are not likely to fall into the same trap twice, therefore move your Sentry Gun's location to maintain the element of surprise.

Spy

  • Cloaking/disguising while hiding behind an object or around a corner is a common strategy for Spies. The player can easily wait an oblivious opponent to pass their hiding place, and then deliver an unsuspecting backstab. The Dead Ringer can make this strategy a lot easier if used the correct way.
  • If there is a large-scale heated battle taking place, the Cloak & Dagger can be used to hide in the corner of the area. This can be used to take out enemies that are moving in on teammates.
  • Hiding and using Your Eternal Reward is an effective strategy. Uncloaking right behind enemies in the heat of battle and then giving them a quick jab can leave very little impression of a Spy ever being there, thanks to the dagger's effects.

Surviving ambushes

Since an ambush is, by definition, an attack of total surprise, usually the only way to escape is to retreat. There are, however, steps that can be taken to avoid triggering ambushes in the first place.

Avoidance

  • Look for Stickybombs and shoot or move them out of the way whenever possible.
  • Anticipate the places the enemy will be hiding and enter from the far side while strafing.
  • Move quickly through confined spaces, or if possible, avoid them altogether.
  • Listen for noises that certain classes make, such as a spinning Minigun, the decloaking sound of a Spy, or the beeping of a Sentry Gun.
  • When entering doorways or moving around corners, it is often good to move out and back quickly in order to catch a glimpse of the area and any potential ambush, and move away before any enemies have the chance to react.

Countering

  • Do not follow the same path twice if possible. Enemies may be watching to see which paths are ideal for ambushes.
  • Spies hidden behind enemy lines can relay ambush locations back to the team.
  • Unless an ÜberCharge is ready, punching through an ambush is risky and often suicidal.

지도별 매복

2Fort

  • 정보원 영역은 광장 안쪽에 있습니다.
  • 두 입구 중 하나에서 적 기지에 모퉁이 만 돌면됩니다.
  • 두 하수도 입구 중 하나에서 모퉁이 만 돌면됩니다.
  • 작은 코너에는 각 기지로부터 하수도로 이어지는 계단의 바닥 주위.
  • 하수도에서 계단을 올라가 정면에 (RED)는 통, (BLU)의 작은 더미가 있습니다.
  • 어느 기지든 "창살" 방, 중앙 입구를 보기 좋습니다.
  • The shelf and "worksink" between either team's Base Entrance and the Courtyard. (Enemies tend to charge directly from the Base Entrance to the Courtyard and then stop, ignoring this corner completely.)

Dustbowl

  • 1 단계, 블루팀 출구 옆 작은 집. 계곡 반대편 블루팀 출구에서 발견 되기 쉽지만 계곡 때문에 오지 못한다.
  • 1 단계, 작은 집으로 올라가는 계단 위. 계단을 간 사람을 무시 직선 계단과 건물로 이동하는 경향이 있습니다.
  • 2 단계, 두 번째 점령지로 가는 동굴 끝 부분. 파이로는 동굴 출구 부분에서 기달릴 수 있습니다. (엔지니어는 동굴과 연결된 나무 집 에서 센트리 건을 짓을 수 있습니다.)

Granary

  • 중앙 점령지로 향하는 출구 또는 다른 출구.
  • On the framework to the right of control point 2, from the defending side. If the defending side is RED's side, the sign directly above the point can be scaled as well.

Pipeline

  • Stage 1, the staircase leading up to the Sniper nest next to spawn. Jump down to the bottom of the stairs while the enemy is walking up them to get to the Sniper nest, effectively cutting the enemy off from the exit.

Steel

Steel plays well to the short-range classes' abilities as a large percentage of the map contains blind corners, choke points, and narrow corridors.

Some specific ambush locations include:

  • The Window Room overlooking control point E. This is accessible from A, just beside the RED team's Spawn Room. A BLU Spy can easily use this to slip in amongst enemy players incognito.

Well

  • Next to the rail tracks at the middle control point on the outside of the entrance or on the inside of the exit.
  • Next to the doors into the fourth control point (this is close to water for Pyros though).
  • Behind any of the rail cars.
  • Next to the well entrances/exits.