Difference between revisions of "Community Snowycoast strategy"

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* After capturing the first Checkpoint, Engineers can start to jeopardize further pushes from your team by setting up on one side or the other past the Checkpoint. By rocket jumping high into the air with the [[B.A.S.E. Jumper]] and [[Air Strike]], you can easily rain down rockets at the nest from a safe distance.
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** Be mindful of Snipers, you are vulnerable while you perform this stunt. Either attempt a barrage attack at the Sentry while RED's Snipers are respawning, or have them distracted by your teammates.
 
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* Keep in mind the large airspace that Snowycoast has. Soldiers and Demomen have plenty of room to dive bomb you from above, so keep a watchful eye of the skies!
 
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* Many of the outdoors areas of the map are wide open and have great sightlines, making Sniper a very useful class during most of the map.
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* Many of the outdoor areas of the map are wide open and have great sightlines, making Sniper a very useful class during most of the map.
 
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* After Checkpoint B is captured, on RED, your team will be respawning inside the cave near Checkpoint C; at least for a brief moment if the cart continues moving smoothly past the kennels. Equipping the [[Huntsman]] and/or [[Jarate]] will assist you much more while defending inside the cave instead of the Sniper Rifle.
 
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Revision as of 01:02, 12 May 2016

This article discusses community strategy for Snowycoast.
Community Snowycoast strategy
Pl snowycoast.jpg
Basic Information
Developer(s): {{{map-developer}}}
Map Info
Environment: Snow
Setting: Snowing, Nighttime
Hazards: Pitfall
Map Photos
Loading screen photos.

General strategy

  • The map has two gates in which the cart will remain immobile until the gates open. RED can use this time to set up a proper defense. However, although the cart can't pass until the gate opens, BLU players can from the side entrances.

Class-specific strategy

Leaderboard class scout.png Scout

  • Scouts can excel on the first and last points, especially on defense, but should be extra careful in the caves. On the first point, use the fences and rocks to keep yourself airborne and avoid explosive spam. Once BLU has captured the first point, use your speed for hit and run attacks between the flanks. Scouts should avoid lingering in the caves. Hold back on your team's side of the entrances and pick off stragglers from the enemy team that push through.

Leaderboard class soldier.png Soldier

  • After capturing the first Checkpoint, Engineers can start to jeopardize further pushes from your team by setting up on one side or the other past the Checkpoint. By rocket jumping high into the air with the B.A.S.E. Jumper and Air Strike, you can easily rain down rockets at the nest from a safe distance.
    • Be mindful of Snipers, you are vulnerable while you perform this stunt. Either attempt a barrage attack at the Sentry while RED's Snipers are respawning, or have them distracted by your teammates.

Leaderboard class pyro.png Pyro

  • During the last stretch by the UFO crash site, Pyros can use their airblast to push enemies off the cliff to their deaths. This is especially useful for the RED team for the final cart ramp is small and over the cliff, allowing for easy environmental kills.

Leaderboard class demoman.png Demoman

  • Past Checkpoint A, the map is extremely close quarters, making Grenade Launchers extremely effective.

Leaderboard class heavy.png Heavy

Leaderboard class engineer.png Engineer

  • There are numerous "good but not great" sentry spots throughout the map. Learn which ones work best with your loadout and playstyle. Watch out for locations that appear to be a good spot but can outranged by the enemy. There are a lot of opportunites for sneaky teleporter exit locations; use this to help move your team forward.

Leaderboard class medic.png Medic

  • Keep in mind the large airspace that Snowycoast has. Soldiers and Demomen have plenty of room to dive bomb you from above, so keep a watchful eye of the skies!

Leaderboard class sniper.png Sniper

  • Many of the outdoor areas of the map are wide open and have great sightlines, making Sniper a very useful class during most of the map.
  • After Checkpoint B is captured, on RED, your team will be respawning inside the cave near Checkpoint C; at least for a brief moment if the cart continues moving smoothly past the kennels. Equipping the Huntsman and/or Jarate will assist you much more while defending inside the cave instead of the Sniper Rifle.

Leaderboard class spy.png Spy

  • Spies should be able to make their way through key areas of the map while completely cloaked thanks to the abundance of ammo packs. After the second point is captured, both RED and BLU Spies should make use of the small cave entrance from the kennels to get behind the enemy team.