Difference between revisions of "Community Cashworks strategy"
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== Class-specific strategy == | == Class-specific strategy == | ||
=== {{class link|Scout}} === | === {{class link|Scout}} === | ||
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=== {{class link|Soldier}} === | === {{class link|Soldier}} === | ||
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=== {{class link|Pyro}} === | === {{class link|Pyro}} === | ||
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* The number of high platforms here are perfect for Pyros looking to ambush the cart. Make use of them to attack unsuspecting enemies below! | * The number of high platforms here are perfect for Pyros looking to ambush the cart. Make use of them to attack unsuspecting enemies below! | ||
=== {{class link|Demoman}} === | === {{class link|Demoman}} === | ||
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=== {{class link|Heavy}} === | === {{class link|Heavy}} === | ||
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=== {{class link|Engineer}} === | === {{class link|Engineer}} === | ||
− | + | * Engineers can set up a [[Teleporters|Teleporter]] and/or [[Sentry Gun]] inside the large building next to Power Station, though they should still keep a close eye out for RED [[Spy|Spies]] who can sneak in through the open entrances. | |
− | * Engineers can set up a [[Teleporters|Teleporter]] and/or Sentry Gun inside the large building next to Power Station, though they should still keep a close eye out for RED [[Spy|Spies]] who can sneak in through the open entrances. | + | * All four capture points feature elevated areas or platforms that provide prime Sentry Gun placements. |
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− | * All four capture points feature elevated areas or platforms that provide prime | ||
=== {{class link|Medic}} === | === {{class link|Medic}} === | ||
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* Try to have an [[ÜberCharge]] prepared by the time the cart is pushed past the Power Station, as RED will generally have multiple Sentry Guns set up around the Vault capture point to stop any pushes. | * Try to have an [[ÜberCharge]] prepared by the time the cart is pushed past the Power Station, as RED will generally have multiple Sentry Guns set up around the Vault capture point to stop any pushes. | ||
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=== {{class link|Sniper}} === | === {{class link|Sniper}} === | ||
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=== {{class link|Spy}} === | === {{class link|Spy}} === | ||
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{{Map Strategy Nav}} | {{Map Strategy Nav}} |
Revision as of 17:13, 4 September 2023
“Sun Tzu's got nothing on us!” This article is a Community strategy stub. As such, it is not complete. You can help the Team Fortress Wiki Community Strategy Project by expanding it. |
Community Cashworks strategy | |
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Basic Information | |
Developer(s): | Unknown |
Map Info | |
Environment: | Alpine |
Setting: | Daylight, sunny |
Hazards: | Pitfall |
Map Photos | |
This article is about Community Cashworks strategy.
Note: It is recommended to read the main Cashworks article first to become familiar with the names of key map locations used in this article.
Contents
General strategy
- The narrow, winding downhill path between Loading Dock and Serpentines puts RED at a significant disadvantage, especially if multiple BLU members are pushing the cart. Instead, wait for the cart to near the bottom of the hill and surprise BLU with an ambush.
Class-specific strategy
Scout
Soldier
Pyro
- The number of high platforms here are perfect for Pyros looking to ambush the cart. Make use of them to attack unsuspecting enemies below!
Demoman
Heavy
Engineer
- Engineers can set up a Teleporter and/or Sentry Gun inside the large building next to Power Station, though they should still keep a close eye out for RED Spies who can sneak in through the open entrances.
- All four capture points feature elevated areas or platforms that provide prime Sentry Gun placements.
Medic
- Try to have an ÜberCharge prepared by the time the cart is pushed past the Power Station, as RED will generally have multiple Sentry Guns set up around the Vault capture point to stop any pushes.