Difference between revisions of "Community Wutville strategy"
m (→General Strategy) |
GrampaSwood (talk | contribs) (Edited the page to be more like other community strat pages, added stub.) |
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+ | {{Map infobox | ||
+ | | game-type = Payload | ||
+ | | file-name = pl_wutville_event | ||
+ | | map-image = Pl_wutville_event.png | ||
+ | | map-health-pickups-small = 10 | ||
+ | | map-health-pickups-medium = 6 | ||
+ | | map-health-pickups-large = 2 | ||
+ | | map-ammo-pickups-small = 1 | ||
+ | | map-ammo-pickups-medium = 13 | ||
+ | | map-ammo-pickups-large = 2 | ||
+ | }} | ||
+ | |||
+ | This article is about '''Community Wutville strategy'''. | ||
== General Strategy == | == General Strategy == | ||
− | Wutville's layout is a narrow corridor with a lot of choke points, and a few tunnels which go to different places, away from the Payload track. Due to this design, Sentry Guns and Sticky Traps are all great tools for the defending team due to the narrowness | + | Wutville's layout is a narrow corridor with a lot of choke points, and a few tunnels which go to different places, away from the Payload track. Due to this design, Sentry Guns and Sticky Traps are all great tools for the defending team due to the narrowness of the map. Because much of the map is a long path, Sniper's long-range damage is both easily utilized and very helpful. The many tunnels allow for Spies to infiltrate the enemy team. |
The final point provides high ground and plentiful health and ammo packs to the attacking team should they push up the left flank, securing this route can easily turn the tide. | The final point provides high ground and plentiful health and ammo packs to the attacking team should they push up the left flank, securing this route can easily turn the tide. |
Revision as of 09:55, 19 December 2020
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Community Wutville strategy | |
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Basic Information | |
Developer(s): | Unknown |
Map Photos | |
This article is about Community Wutville strategy.
General Strategy
Wutville's layout is a narrow corridor with a lot of choke points, and a few tunnels which go to different places, away from the Payload track. Due to this design, Sentry Guns and Sticky Traps are all great tools for the defending team due to the narrowness of the map. Because much of the map is a long path, Sniper's long-range damage is both easily utilized and very helpful. The many tunnels allow for Spies to infiltrate the enemy team.
The final point provides high ground and plentiful health and ammo packs to the attacking team should they push up the left flank, securing this route can easily turn the tide.