Difference between revisions of "Medieval Mode"

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(Engineer)
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===Engineer===
 
===Engineer===
 
*Without the ability to construct the [[Jag]] is not recommended.  
 
*Without the ability to construct the [[Jag]] is not recommended.  
*With the [[Southern Hospitality]] the Engineer can Spycheck in the absence of Pyros.
+
*With the [[Southern Hospitality]] the Engineer can Spycheck in the absence of the [[Flamethrower]] and [[Flaregun]].
 
*The [[Gunslinger]] gives the Engineer a much needed extra 25 health, a guaranteed Crit after completing three punches and a Taunt Kill.
 
*The [[Gunslinger]] gives the Engineer a much needed extra 25 health, a guaranteed Crit after completing three punches and a Taunt Kill.
  

Revision as of 11:16, 22 December 2010

File:Medieval mode tf2.png
Promotional for Medieval Gamemode
Welcome...to the Dominatening!
The Demoman

Medieval Mode is a mode added to TF2 during the Australian Christmas event with the December 17, 2010 update.

Gameplay Mechanics

  • Players drop small medkits instead of weapons upon death.
  • Using the Übersaw does not build the Medic's ÜberCharge meter.
  • Generally, only non-ranged weapons and items or bows may be used.
  • Snipers may set their arrows on fire and have them deal additional fire damage by touching the braziers positioned near the bases.
  • Third person mode can be enabled without sv_cheats. type in console: tf_medieval_thirdperson 1 to enable it.

Allowed Weapons

Maps

The only official map that has Medieval Mode by default is cp_degrootkeep. It can be enabled on any other map with the server variable tf_medieval set to 1. To add it into any other maps, the entity tf_logic_medieval can be added.

Map File Name
100px Degroot Keep cp_degrootkeep

Strategy

General

  • By default melee weapons have a 12% chance of Critical hits rather than the 2.5% chance of ranged weapons. Be aware of this when using weapons that cannot Crit.

Scout

  • Throw Mad Milk when you see a large gathering of players fighting melee.
  • Because you can only use melee attacks, using Crit-a-Cola is very risky.
  • The Sandman's ball gives the Scout a ranged attack, albeit a very weak one.
  • Without the presence of Sentry Guns, Bonk! Atomic Punch is limited to distractions and escapes.
  • Without explosives, you can use the Candy Cane without as much risk of explosive damage, but beware Ullapool Caber Demomen.
  • With the Candy Cane, enemy players will drop two small health kits.
  • The Special Delivery set grants an additional 25 Health. This gives you 150 Health as opposed to 125 without the set or 110 with the Sandman equipped. Even if you can't select the Shortstop, 150 health is very useful (However you are restricted to Mad Milk and Holy Mackerel).
  • Be very careful with the Boston Basher, for every time you don't hit anything (Be it the map, player, or otherwise) you hit yourself, however using it with the Mad Milk is a great way of healing yourself.

Soldier

  • The Buff Banner and Battalion's Backup can be useful in the absence of Übercharges.
  • The Shovel and the Pain Train are poor melee choices due to the Soldier's slow speed. The Equalizer should be taken instead, although the Equalizer does less damage than the Shovel when you are at full health.
  • Due to melee attacks registering as bullet damage the Pain Train is currently not a good choice.

Pyro

  • Due to the lack of buildings and fire, the Homewrecker and Axtinguisher are poor choices for Medieval Mode.
  • The Powerjack and the Back Scratcher's higher damage can really come in handy. When using the Powerjack, if you also have the Attendant and Degreaser equipped, your speed becomes higher than a Medic's. Since melee weapons register as "bullet" damages, you will be more vulnerable to attacks.
  • The Back Scratcher is ideal for Medieval Mode, as there are no Mediguns and everyone drops medkits upon death.

Demoman

  • The Demoman has the most melee weapons of any class, try out different combinations in Medieval Mode.
  • Due to the Stickybomb Launcher being unavailable, use of the Chargin' Targe is highly recommended.
  • The Eyelander's ability of collecting heads, as well as its larger range, can prove to be greatly useful.
  • The Scotsman's Skullcutter in combination of the Chargin' Targe can work very well due to its higher damage and chance of random Crits.
  • The Ullapool Caber is the only weapon capable of causing explosive damage (barring the Soldier's Kamikaze taunt) and can be used for a 'Caber Toss' in place of sticky jumps though at a great health penalty.
  • The Claidheamh Mòr makes the Demoman more effective at charging in exchange for a lack of the Eyelander's power gain.

Heavy

Engineer

  • Without the ability to construct the Jag is not recommended.
  • With the Southern Hospitality the Engineer can Spycheck in the absence of the Flamethrower and Flaregun.
  • The Gunslinger gives the Engineer a much needed extra 25 health, a guaranteed Crit after completing three punches and a Taunt Kill.

Medic

  • The Medic works best when equipped with Medieval Set weapons as the Mediguns are disabled.
  • Make sure to memorize the ammo placements as the Medic is the only class besides the Sniper which has a reliable ranged weapon and one of only three with any need for ammo.
  • Due to the inability to Übercharge or Kritz-Charge, use of the Vita-Saw or Übersaw is not recommended.
    • You can still use the Spinal Tap taunt kill while equipped with the Übersaw, however, at the cost of 20% slower firing speed.
  • If you manage to have the Amputator, use it over Bonesaw, as it is currently a straight upgrade.

Sniper

  • Remember that arrows can pass through the holes in the gates and the tower window slits.
  • Snipers that focus on using Huntsman should use Razorback to prevent backstabs by Spies. Snipers that use the bow as merely a ranged weapons (and willing to get into melee range) should consider equipping the Darwin's Danger Shield.
  • The Bushwacka is only useful when teamed up with a Buff Banner Soldier.
  • Unlike typical modes, not using the full charge is a good idea, especially at enclosed cap points or choke points.
    • When on the BLU team on Degroot Keep, once the gate opens, position yourself in front of the gate, spam arrows toward the capture point and duck to the side out of the gate's line of fire after each shot then reload. People will be clustering in the capture point and it will be easy to hit opponents without much aiming.
    • When on the RED team on Degroot Keep, once the gate opens, put yourself in a position where you can shoot outwards through the main gate into the battlefield. As most enemies will be rushing in a straight line through the corridor toward you with melee weapons, it will be very easy to hit them as well.

Spy

  • Stay out of direct melee fights. Instead, backstab enemies when they are distracted in battle.
  • Without the presence of the Flamethrower, Spies are harder to find. Classes with bleeding effect weapons can be substitute spycheckers.
  • The best time to stab is when the gate is open and the defending team is focusing their attention on the gate leaving them prone.
  • Ammo placements are unlikely to be used by anyone esle besides Snipers and Medics so make use of them to refill the Invisibility Watch charge.
  • Due to the lack of ammo placements and the small size of maps the Cloak and Dagger is the more favorable Invisibility Watch.

Ye Olde English Chat Parser

Promotional Logo For the Medieval Gamemode

When playing on Medieval maps, a Template:W modifies all text chat between players to look like Ye Olde English by applying rules found within File:Autorp.txt (direct link).

Trivia

  • The "Ye Olde English" is also known as the Shakespearian language.