Difference between revisions of "Community Foundry strategy"
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{{Map infobox | {{Map infobox | ||
| game-type = Control Point | | game-type = Control Point | ||
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==General Strategy (All Classes)== | ==General Strategy (All Classes)== | ||
− | *All players should focus on attacking and capturing control points. Most players should be attacking while a few players | + | *All players should focus on attacking and capturing control points. Most players should be attacking while a few players defend. This will make your team more balanced and having a bigger advantage. |
+ | |||
+ | *Players can take the multiple paths to get behind enemies if they are all traveling on one path. Use this to get back to their Control point or kill them from behind to defend your Control point. | ||
==Class-specific strategy== | ==Class-specific strategy== | ||
==={{Class link|Scout}}=== | ==={{Class link|Scout}}=== | ||
− | *There are many flanking routes around the second and final control points. Use these to your advantage to get past the opposing team if they are attacking or defending. | + | *There are many flanking routes around the second and final control points. Use these to your advantage to get past the opposing team if they are attacking or defending. This will allow you to kill enemies from behind effectively. |
*The [[Force-A-Nature]]'s [[knockback]] is useful for pushing enemies back and into the Cauldron at the Final Control Point. Using this would also help with dealing damage to powerful classes such as enemy Heavies, Demomen, Pyros, and Soldiers. | *The [[Force-A-Nature]]'s [[knockback]] is useful for pushing enemies back and into the Cauldron at the Final Control Point. Using this would also help with dealing damage to powerful classes such as enemy Heavies, Demomen, Pyros, and Soldiers. | ||
+ | |||
+ | *Use the [[Sandman]] whenever you do get behind enemies to make them more vulnerable. Use this on a Medic to stop healing to other players. | ||
==={{Class link|Soldier}}=== | ==={{Class link|Soldier}}=== | ||
*Soldiers, should always focus on attacking the opposing team and capturing the Control points needed to proceed. Soldiers should focus on killing enemy Heavies, Demomen, Pyros, and Soldiers. | *Soldiers, should always focus on attacking the opposing team and capturing the Control points needed to proceed. Soldiers should focus on killing enemy Heavies, Demomen, Pyros, and Soldiers. | ||
− | *Having the [[Buff Banner]] is also a good idea to give your team [[Mini-crits]] againts the opposing team, making | + | *Having the [[Buff Banner]] is also a good idea to give your team [[Mini-crits]] againts the opposing team, making all your bullets and projectiles more damaging and effective against enemies. |
==={{Class link|Pyro}}=== | ==={{Class link|Pyro}}=== | ||
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*When attacking as a Heavy, you should try to take out enemy Engineer bases that are defending points, as well as taking out ones that are attacking. This will improve your teams advantage to capture the next Control point. | *When attacking as a Heavy, you should try to take out enemy Engineer bases that are defending points, as well as taking out ones that are attacking. This will improve your teams advantage to capture the next Control point. | ||
+ | |||
+ | *The best weapon to use for this map is the [[Huo-Long Heater]] to Spy check. Spies have multiple paths to take to get behind you, Heavies are primary targets for them. Use this weapon so you can check for them and make it harder for you to be [[Backstab]]ed | ||
==={{Class link|Engineer}}=== | ==={{Class link|Engineer}}=== | ||
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*When attacking, building a teleporter is a good idea so your team can hoard the point that is needed to be captured. When building the teleporter, you want to start building a Sentry and a Dispenser so that your Engineer base will be more difficult to be destroyed. | *When attacking, building a teleporter is a good idea so your team can hoard the point that is needed to be captured. When building the teleporter, you want to start building a Sentry and a Dispenser so that your Engineer base will be more difficult to be destroyed. | ||
+ | |||
+ | *Make sure one of your teammates is a Pyro so they can protect your Buildings from Spies. For a melee weapon they should use the [[Homewrecker]] to destroy any [[Sapper]]s that may be attached to your Buildings. | ||
==={{Class link|Medic}}=== | ==={{Class link|Medic}}=== | ||
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*The classes that the Medic should focus on healing the most are Heavies, Soldiers, Demomen, and Pyros. These players will need the most help with attacking and defending points. | *The classes that the Medic should focus on healing the most are Heavies, Soldiers, Demomen, and Pyros. These players will need the most help with attacking and defending points. | ||
+ | |||
+ | *Be aware to Spy check when attacking, Spies can take another path that your team might not be taking. Be sure to look behind you every now and then for Spies. | ||
==={{Class link|Sniper}}=== | ==={{Class link|Sniper}}=== | ||
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*Using the [[Huntsman]] when defending the first Control point or attacking is probably the best thing to do since the room is enclosed and is very small. | *Using the [[Huntsman]] when defending the first Control point or attacking is probably the best thing to do since the room is enclosed and is very small. | ||
+ | |||
+ | *Don't forget about the balcony at the second Control point. This is an ideal spot for any Snipers that are attacking. Though Spies can easily climb up to this balcony, use the [[Razorback]] to deflect any [[Backstab]]s the enemy Spies might try to pull off | ||
==={{Class link|Spy}}=== | ==={{Class link|Spy}}=== | ||
*Spies should focus on destroying Sentry Guns that are defending points and taking out Engineer bases that are set up outside Control points. Taking these out will give your team the advantage of attacking and defending well. | *Spies should focus on destroying Sentry Guns that are defending points and taking out Engineer bases that are set up outside Control points. Taking these out will give your team the advantage of attacking and defending well. | ||
− | *Medics on the opposing team will be a problem to your team. Spies should | + | *Medics on the opposing team will be a problem to your team. Spies should Backstab these medics as soon as possible before they get a full [[Ubercharge]] |
+ | |||
+ | *Spies should use the multiple paths given to sneak around enemy players. These paths allow Spies to have a better chance of not being seen [[Cloak]]ing and Uncloacking | ||
{{Map strategy}} | {{Map strategy}} |
Revision as of 00:44, 15 August 2013
Community Foundry strategy | |
---|---|
Basic Information | |
Developer(s): | Unknown |
Map Info | |
Environment: | Industrial |
Setting: | Dusk, cloudy |
Hazards: | Cauldron Fire |
Map Photos | |
This article is for learning how to play more effectively on Foundry.
Contents
General Strategy (All Classes)
- All players should focus on attacking and capturing control points. Most players should be attacking while a few players defend. This will make your team more balanced and having a bigger advantage.
- Players can take the multiple paths to get behind enemies if they are all traveling on one path. Use this to get back to their Control point or kill them from behind to defend your Control point.
Class-specific strategy
Scout
- There are many flanking routes around the second and final control points. Use these to your advantage to get past the opposing team if they are attacking or defending. This will allow you to kill enemies from behind effectively.
- The Force-A-Nature's knockback is useful for pushing enemies back and into the Cauldron at the Final Control Point. Using this would also help with dealing damage to powerful classes such as enemy Heavies, Demomen, Pyros, and Soldiers.
- Use the Sandman whenever you do get behind enemies to make them more vulnerable. Use this on a Medic to stop healing to other players.
Soldier
- Soldiers, should always focus on attacking the opposing team and capturing the Control points needed to proceed. Soldiers should focus on killing enemy Heavies, Demomen, Pyros, and Soldiers.
- Having the Buff Banner is also a good idea to give your team Mini-crits againts the opposing team, making all your bullets and projectiles more damaging and effective against enemies.
Pyro
- Using the Side Path can help you avoid most enemies. This will allow you to get behind enemy players and kill them easily. A note for this would be to use the Backburner to gain Critical Hits this way.
- You can airblast enemies into the Cauldron on the first and final control points to defend that point.
- On the third control point, Pyros should be aware of it being more open to Sniper's and Soldier's. This would be a good spot for Pyro's to airblast enemy projectiles such as Rockets, Grenades, and Arrows back.
Demoman
- When defending as a Demoman, you should set up sticky traps either around the point or paths leading to the point. This will allow you to be able to kill a large amount of the opposing team's players.
- When attacking as a Demoman, you should take out enemy Engineer bases that are in the process of being built or are built already. This will lower the stress on your own team since the opposing team will then not be able to hoard at one point.
- When playing as a Demoknight, you should aim for powerful classes such as enemy Soldiers, Heavies, Pyros, and Demomen. This will weaken the opposing team's offense. Never charge towards a Pyro since they can use their airblast to deactivate that charge.
Heavy
- When playing as a defensive Heavy, you should always stand by a friendly Engineer's Dispenser near a Control point to gain ammo and health fast rather than going out to search for a health or ammo pack.
- When attacking as a Heavy, you should try to take out enemy Engineer bases that are defending points, as well as taking out ones that are attacking. This will improve your teams advantage to capture the next Control point.
- The best weapon to use for this map is the Huo-Long Heater to Spy check. Spies have multiple paths to take to get behind you, Heavies are primary targets for them. Use this weapon so you can check for them and make it harder for you to be Backstabed
Engineer
- There are plenty of good spots to build a Engineer base on Foundry. A Engineer should pick one, and stay there until the rest of your team captures the next Control point. After they have captured it, you may move up and defend the point that they just captured.
- When attacking, building a teleporter is a good idea so your team can hoard the point that is needed to be captured. When building the teleporter, you want to start building a Sentry and a Dispenser so that your Engineer base will be more difficult to be destroyed.
- Make sure one of your teammates is a Pyro so they can protect your Buildings from Spies. For a melee weapon they should use the Homewrecker to destroy any Sappers that may be attached to your Buildings.
Medic
- Medics in Foundry should always use the default Medi Gun or the Quick-Fix. Your team will need to take out Sentry Guns and players on the opposing team.
- The classes that the Medic should focus on healing the most are Heavies, Soldiers, Demomen, and Pyros. These players will need the most help with attacking and defending points.
- Be aware to Spy check when attacking, Spies can take another path that your team might not be taking. Be sure to look behind you every now and then for Spies.
Sniper
- The third and second Control point is the most ideal place for a Sniper to camp. Use the spots given to hide well and have a good view of the Control point.
- Using the Huntsman when defending the first Control point or attacking is probably the best thing to do since the room is enclosed and is very small.
- Don't forget about the balcony at the second Control point. This is an ideal spot for any Snipers that are attacking. Though Spies can easily climb up to this balcony, use the Razorback to deflect any Backstabs the enemy Spies might try to pull off
Spy
- Spies should focus on destroying Sentry Guns that are defending points and taking out Engineer bases that are set up outside Control points. Taking these out will give your team the advantage of attacking and defending well.
- Medics on the opposing team will be a problem to your team. Spies should Backstab these medics as soon as possible before they get a full Ubercharge
- Spies should use the multiple paths given to sneak around enemy players. These paths allow Spies to have a better chance of not being seen Cloaking and Uncloacking