Difference between revisions of "Community Wutville strategy"

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m (Auto: EnforceCapitalization(Scout), EnforceCapitalization(Medic), EnforceCapitalization(Sniper), EnforceCapitalization(Engineers), EnforceCapitalization(Snipers), WordFilter(Sentry Guns/Sentries(?!\s+Gun) → Sentry Guns) (Review RC#2972998))
m (Undo edit by The Fiend (Talk) All of these are very generic strategies that can be used on any map. This adds further to the problem outlined in the stub template. Removed some other strats)
(Tag: Undo)
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== General Strategy ==
 
== General Strategy ==
Wutville's layout is a long 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.
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Wutville's layout is a long narrow corridor with a lot of choke points, with 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.
  
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.
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The final point provides high ground and plenty of Health and Ammo packs to the attacking team, should they push up the left flank, securing this route can easily turn the tide.
  
== Class specific strategy ==
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== Class-specific strategy ==
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=== {{class link|Scout}} ===
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=== {{class link|Soldier}} ===
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=== {{class link|Pyro}} ===
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=== {{class link|Demoman}} ===
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* The many long and straight angles available between chokes can be exploited by Demoknights.
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=== {{class link|Heavy}} ===
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=== {{class link|Engineer}} ===
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=== {{class link|Medic}} ===
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=== {{class link|Sniper}} ===
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=== {{class link|Spy}} ===
  
=== {{class link | Scout}} ===
 
* As Scout on offense you can use [[Bonk!]] or [[Winger]] to get to enemy Sniper to take out.
 
* On defense check flank routes the enemy could use to get behind your team.
 
=== {{class link | Soldier}} ===
 
* [[Rocket Jumping]] is much harder to use productively on both sides so use rocket jumping after you fire rockets at the enemy to counter [[Damage]] falloff by getting closer.
 
* On Offense you can protect both you and your Medic by tanking bullets with the [[Battalion's Backup]].
 
=== {{class link | pyro}} ===
 
* Use flares guns to distract Snipers, but be careful not to step too far out of cover.
 
* Spy check for your Engineers so your team doesn’t get pushed back.
 
=== {{class link | Demoman}} ===
 
* The many long straight angles available between chokes can be exploited by Demoknights, but be careful since Sentry Guns will be used to hold the line from the enemy.
 
* Use stickies to destroy nests that could be around corners, and use pipes to air shot mobile classes that try to get behind your team.
 
=== {{class link | heavy}} ===
 
* Genuinely Heavy on this map is very hard to play, since the Sniper sightlines are so long, and you can only hide, and even then, cover is rare on this map.
 
* Use the [[Fists of Steel]] to take headshots to protect your or your Medic.
 
=== {{class link | Engineer}} ===
 
* Engineer is best played on the defense team as enemy Snipers won’t you place Sentry Guns in long sight lines too push.
 
* If you must play on offense use level 3 Sentry Guns to hold your ground from around the corner, so you don’t be pushed back
 
=== {{class link | Medic}} ===
 
* As Medic, you will be one of the first people the enemy Sniper is going to pick off
 
* Make sure you have good cover and be with partner/group with a larger health pool to take some shots for you
 
* Use [[Vaccinator]] on the bullet resistance to counter enemy Sniper.
 
=== {{class link | Sniper}} ===
 
* The map has such long sight lines that a Sniper can kill a TON of people from far away, use this to your advantage and take places that make you hard to hit or see.
 
=== {{class link | Spy}} ===
 
* Cloak and Dagger your way to the Sniper sight lines, and kill them since they think they are far enough away from Spies and the rest of the enemy team
 
 
{{Map Strategy Nav}}
 
{{Map Strategy Nav}}

Revision as of 19:17, 29 September 2021

Community Wutville strategy
Pl wutville event.png
Basic Information
Developer(s): {{{map-developer}}}
Map Info
Environment: Smissmas
Setting: Night, Town
Hazards: Pitfalls,
Payload Cart explosion
Map Photos
Loading screen photos.

This article is about Community Wutville strategy.

General Strategy

Wutville's layout is a long narrow corridor with a lot of choke points, with 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.

The final point provides high ground and plenty of Health and Ammo packs to the attacking team, should they push up the left flank, securing this route can easily turn the tide.

Class-specific strategy

Leaderboard class scout.png Scout

Leaderboard class soldier.png Soldier

Leaderboard class pyro.png Pyro

Leaderboard class demoman.png Demoman

  • The many long and straight angles available between chokes can be exploited by Demoknights.

Leaderboard class heavy.png Heavy

Leaderboard class engineer.png Engineer

Leaderboard class medic.png Medic

Leaderboard class sniper.png Sniper

Leaderboard class spy.png Spy