Difference between revisions of "User:Magic Magician/Sandbox"

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m (General: (Formatting error))
m (Now testing layout for Dustbowl. Section doesn't contain a lot of help on the latter stages, but it's a start.)
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Further layouts for Community Sniper Strategy.
 
Further layouts for Community Sniper Strategy.
  
===[[Badwater Basin]]===
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===[[Dustbowl]]===
  
====General====
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====Stage 1====
  
* Badwater Basin is a good map for Snipers, as each of its points have good lines of sight from either side, but also have limited areas to snipe from due to its initial linearity. As such, you may be competing with friendly Snipers for the prime spots, so try to mix things up a little, and snipe closer to the front lines than the enemy would expect you to.
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* '''Capture Point A'''
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** When attacking Stage 1, Cap 1, go by the side shed and snipe from there.  Most defenders will be hanging by the main shed; try to pick them off so the attacking players can hit the defenders hard on the main pathway.  Run along the side shed pathway and try to take down any defenders teleporting to the front lines or any [[Engineer]]s and their buildings.
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*** You can also hold down a sniping spot just left of the side shed. This is a key, yet uncommon sniping point as it gives you views to the two tunnel exits, and the one above. If a battle is going on inside the main shed, and your team has limited the enemy team to the main shed, this spot is safe. The trick is to wait for any unaware enemies to come through either tunnel exit. Keep your dot hidden and you'll have your enemy running straight into bullets. This gives the rest of your team enough time to capture the point. The disadvantage is that a Spy can easily hug the canyon wall and backstab you, and if you've been successful at this point, many opponents will switch to Spy. As a precaution against any Spy that may kill you, either use the SMG to spycheck the area regularly (and obtain health/ammo from the side shed), or employ the [[Razorback]].
  
* The tunnel that the cart goes through for most of the first area is also a good sniping spot for both teams as it provides a very long line of sight down the otherwise most covered part of the area, allowing you to pick off enemies as they proceed through to push/stop the cart.
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* When defending Stage 1, Cap 1, a good Sniper spot is the flat platform by the windows of the Capture Point A building. Snipe from here to cover the main shed, the canyon, and the side shed. If there's a Sentry Gun up in the corner of the stairs in the building, it will prevent Spies from backstabbing you. However, be sure to listen to the Engineer. It is in your best interest to aid the Engineer if his buildings become sapped.
  
* The second area of the map is another Sniper-friendly one, with narrow but key sightlines coming from the top of the hill where the rocks are all the way to just next to RED's forward spawn/shortcut. On attack, this view can be used to effectively lock down the area that spans the back of the second point by preventing them from running over to the stairs/roof building directly, and forcing them to take [[Teleporters]] or try tricky jumps to evade headshots. On RED, you can aim up to the rocks where the BLU Snipers may be with ease, but it is worth noting that they may already be stationed there and ready to headshot you as soon as you poke your head out to survey the area.
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*'''Capture Point B'''
** Nevertheless, this is still a good spot, as it lets you pick off just-spawned enemies as they go over the hill, and also effectively cover the cart (which should be within sufficient range for you to deter/assist in dispatching anyone pushing the cart with [[Jarate]]).
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* When attacking Stage 1, Cap 2, use the platform with the tires to snipe the defenders. Concentrate on taking down enemy Snipers from here (if there are any). To get a good vantage point on the Capture Point, cross the bridge after leaving the grating and snipe from the platform with the three stacked boxes.
  
====Attack====
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* When defending Stage 1, Cap 2, look for a stack of tires back in a corner between the control point and the traditional Sniper platform above spawn.  Jumping behind these tires gives you an excellent vantage point on almost all the entrances to the area, will keep most of your body protected, and nullifies Spy backstabs (though the occasional side-stab may happen). You're also close to where Sentry Guns are normally placed, so Spies will generally go for them first, unless they are gunning for you in particular.
  
* The BLU Spawn is an obvious sniping spot when attacking the first area due to its darkness and being a no-go zone for Spies, but be wary of enemy Snipers positioned at the very top of the hill next to, behind and on the rock formations at the top of the hill. Conversely, the rock is a great spot for defending Snipers, as you can pick off enemies as they leave spawn or try to take pot shots up the hill (though it is worth being aware of your blind spot, in case you have no teammates standing guard or enemy Spies jumping up to stab you).
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====Stage 2====
  
* You can also take advantage of the building found at the very back of the courtyard behind the second point by sniping enemies on the roof/coming up the stairs from the ground floor (especially effective when the defenders still consider it a 'safe' zone and position their Medics or Engineer buildings on the back of the roof).
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* When defending Stage 2, Cap 1, staying back by the office is a good idea. This gives a good view of the front lines.  There's a large ammo pack and medium medkit in the building, and outside by a sign, there is a large medkit.  There are also some barrels in the corner that give quick access to the point for defense with your Melee weapon.  You're a sitting duck for Spies there though. The [[Razorback]] will help prevent backstabs, but due to being isolated, Spies can dispatch you easily with their primary weapons.
** However, being such a far off spot with covered routes to it, it becomes easy for Spies and Scouts to quickly make their way up to you and take you out if you are alone (it is also subject to Soldiers and Demomen as they can rocket/sticky jump on to the sniping balcony from the roof with little effort).
 
  
* You can also elect to jump onto the rock outcroppings in the courtyard, and have clearer sightlines to Engineers who would otherwise be behind cover if you were to snipe from the building. However, you yourself will be exposed and will have to escape quickly if you are detected by the RED team.
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====Stage 3====
  
* The roof at the second point can be used by BLU Snipers when the cart is being pushed from the second to the third points, but it only covers 2/3 of the distance to the third point, and also is in the main line of sight of Snipers aiming up from the dip the cart goes down the ramp into. It can however be safely used for sniping enemies going in and out of the house above the dip, as you can snipe both enemies coming and going via the back entrance as well as going up the stairs from the near side. It is for this reason that it is not advisable to snipe from said house on the defending team when aiming at rooftop enemies, as it is a blind chokepoint and so subject to a lot of [[Grenade Launcher|grenades]] and other spam.
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* When attacking Stage 3, Cap 2, enter the long hallway that contains a medium medkit. It will give you an excellent vantage point on the enemy.
 
 
* Attacking Snipers can snipe up at the third point from the dip near where the full health and ammo packs are and have a good wall to hide behind. However, this location is risky as it is just within a [[Heavy]]'s effective Minigun range as well as grenade range, meaning it will be difficult to get a clear shot. You can also go through the newly opened left corridor to get a better view of the third point, but it is in the prime sightlines of RED Snipers due to being such an effective spot and is also a chokepoint for long range rockets and grenades, most likely coming from the building on the left (which may have a Sentry Gun on its balcony, rendering this area almost inaccessible).
 
 
 
* BLU Snipers at the last point can snipe from the concrete pipes next to the third point to target any Snipers or players coming out of the upper left spawn exit (from the attackers' view), and can also crouch to safeguard yourself against other Snipers temporarily. You can also snipe directly from the top of the last ramp the cart goes down, but it is a large risk as it is a commonly stickied area, and is also the edge of a safe zone for enemy Spies (them being able to stab you and directly run down the ramp to safety). Alternatively, the window in the top tower can be used, as can the windows in the right buildings nearer the upper enemy spawn, but these are both in the enemy Sniper's view from either of their spawns.
 
 
 
====Defense====
 
 
 
* RED Snipers can aim out of the windows in the buildings overlooking the third point, as they provide great coverage and are dark and brown enough to help you blend in with them slightly, slightly impeding the aim of enemy Snipers. The middle window is the most effective, as it allows you to see all of the cart's route from the dip onwards, and it protects you from Snipers hiding in the far right buildings.
 
** Bear in mind that the window is large enough to arc grenades and [[stickies|Stickybomb Launcher]] into easily, and it is secluded enough that a Spy can backstab you without any teammates around you noticing. Alternatively, the concrete pipes slightly past the third point can be used as a safer sniping point, but compromises your vision in return.
 
 
 
* Snipers defending the last point can do so from the relative safety of their upper spawn doors, as they can easily aim and hide from enemies by retreating into spawn, but run the risk of being backstabbed if they stay still for too long. If the cart has already been pushed to the bottom of the ramp and enemies are pushing, picking the upper left spawn is probably the best as you can see the prime sniping BLU sniping spots instantly, and can effectively fire down on the cart area with relative ease (and if worst comes to worst, it's within range to throw some Jarate, jump down and attempt a last stand with the [[Kukri]] or the [[Tribalman's Shiv]]).
 

Revision as of 14:38, 30 January 2011

Further layouts for Community Sniper Strategy.

Dustbowl

Stage 1

  • Capture Point A
    • When attacking Stage 1, Cap 1, go by the side shed and snipe from there. Most defenders will be hanging by the main shed; try to pick them off so the attacking players can hit the defenders hard on the main pathway. Run along the side shed pathway and try to take down any defenders teleporting to the front lines or any Engineers and their buildings.
      • You can also hold down a sniping spot just left of the side shed. This is a key, yet uncommon sniping point as it gives you views to the two tunnel exits, and the one above. If a battle is going on inside the main shed, and your team has limited the enemy team to the main shed, this spot is safe. The trick is to wait for any unaware enemies to come through either tunnel exit. Keep your dot hidden and you'll have your enemy running straight into bullets. This gives the rest of your team enough time to capture the point. The disadvantage is that a Spy can easily hug the canyon wall and backstab you, and if you've been successful at this point, many opponents will switch to Spy. As a precaution against any Spy that may kill you, either use the SMG to spycheck the area regularly (and obtain health/ammo from the side shed), or employ the Razorback.
  • When defending Stage 1, Cap 1, a good Sniper spot is the flat platform by the windows of the Capture Point A building. Snipe from here to cover the main shed, the canyon, and the side shed. If there's a Sentry Gun up in the corner of the stairs in the building, it will prevent Spies from backstabbing you. However, be sure to listen to the Engineer. It is in your best interest to aid the Engineer if his buildings become sapped.
  • Capture Point B
  • When attacking Stage 1, Cap 2, use the platform with the tires to snipe the defenders. Concentrate on taking down enemy Snipers from here (if there are any). To get a good vantage point on the Capture Point, cross the bridge after leaving the grating and snipe from the platform with the three stacked boxes.
  • When defending Stage 1, Cap 2, look for a stack of tires back in a corner between the control point and the traditional Sniper platform above spawn. Jumping behind these tires gives you an excellent vantage point on almost all the entrances to the area, will keep most of your body protected, and nullifies Spy backstabs (though the occasional side-stab may happen). You're also close to where Sentry Guns are normally placed, so Spies will generally go for them first, unless they are gunning for you in particular.

Stage 2

  • When defending Stage 2, Cap 1, staying back by the office is a good idea. This gives a good view of the front lines. There's a large ammo pack and medium medkit in the building, and outside by a sign, there is a large medkit. There are also some barrels in the corner that give quick access to the point for defense with your Melee weapon. You're a sitting duck for Spies there though. The Razorback will help prevent backstabs, but due to being isolated, Spies can dispatch you easily with their primary weapons.

Stage 3

  • When attacking Stage 3, Cap 2, enter the long hallway that contains a medium medkit. It will give you an excellent vantage point on the enemy.