Difference between revisions of "Community Odyssey strategy"
(Added a bunch more stuff to the class specific areas and finished giving every class at least one tip.) |
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* At the end of the map, the attacking team has to capture a control point. This makes the Scout's double capture rate especially effective. Use a flank route or unexpected angle to start capture progress and force the enemy team to respond to it, while your own team moves in. | * At the end of the map, the attacking team has to capture a control point. This makes the Scout's double capture rate especially effective. Use a flank route or unexpected angle to start capture progress and force the enemy team to respond to it, while your own team moves in. | ||
=== {{class link|Soldier}} === | === {{class link|Soldier}} === | ||
− | The high spybox makes [[Jumping|explosive jumping]] a good choice to flank a gathering push or to jump behind defencive lines; do note that point C and D are a bit more enclosed than the rest of the map, so this strategy may not be as viable there. | + | * The high spybox makes [[Jumping|explosive jumping]] a good choice to flank a gathering push or to jump behind defencive lines; do note that point C and D are a bit more enclosed than the rest of the map, so this strategy may not be as viable there. |
=== {{class link|Pyro}} === | === {{class link|Pyro}} === | ||
* The many flank routes make the [[Backburner]] a good choice. High up ledges above the Payload cart are ideal spots to jump down to Crit players pushing the cart. The Thermal Thruster can aid in this with its vertical movement. | * The many flank routes make the [[Backburner]] a good choice. High up ledges above the Payload cart are ideal spots to jump down to Crit players pushing the cart. The Thermal Thruster can aid in this with its vertical movement. | ||
=== {{class link|Demoman}} === | === {{class link|Demoman}} === | ||
− | The map has an abundance of slopes and angled props to use [[Jumping|Rampsliding]] off of; one useful example is the large hill by BLU teams first spawn, an attacking [[Demoman]] could use the | + | * The map has an abundance of slopes and angled props to use [[Jumping|Rampsliding]] off of; one useful example is the large hill by BLU teams first spawn, an attacking [[Demoman]] could use the |
[[Tide turner]] to Rampslide up the slope behind enemies pushing the cart. | [[Tide turner]] to Rampslide up the slope behind enemies pushing the cart. | ||
=== {{class link|Heavy}} === | === {{class link|Heavy}} === | ||
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* The capture at the end of the map can be made easier with the [[Amputator]]'s AOE healing effect; allowing you to heal your entire team. | * The capture at the end of the map can be made easier with the [[Amputator]]'s AOE healing effect; allowing you to heal your entire team. | ||
* The abundance of explosive jumping players on the map makes the [[Quick-fix]] a good choice; due to its ability to mimic the explosive jumps and shield charges of the people the medic is healing. | * The abundance of explosive jumping players on the map makes the [[Quick-fix]] a good choice; due to its ability to mimic the explosive jumps and shield charges of the people the medic is healing. | ||
− | ** If you have an uber ready and cordination with your paitent; you can have them | + | ** If you have an uber ready and cordination with your paitent; you can have them explosive jump you behind the enemy lines; and then you can pop [[Ubercharge]], causing enough chaos to either clear out the cart/control point or cause enough discord for your team to take the opening and push. |
=== {{class link|Sniper}} === | === {{class link|Sniper}} === | ||
* The many ledges are great spots for a Sniper to stand from, the high ground giving the advantage of being able to look over a lot of the cover. | * The many ledges are great spots for a Sniper to stand from, the high ground giving the advantage of being able to look over a lot of the cover. | ||
* All segments of the map have a ledge or overhang you can use to pick off targets pushing the cart, one example is the high up platform outside of BLU's spawn; this platform can also be used to spawncamp the enemy team before they can reach the cart. | * All segments of the map have a ledge or overhang you can use to pick off targets pushing the cart, one example is the high up platform outside of BLU's spawn; this platform can also be used to spawncamp the enemy team before they can reach the cart. | ||
=== {{class link|Spy}} === | === {{class link|Spy}} === | ||
− | The abundance of hidden or out of sight areas in this map makes decloaking in a safe spot far easier; a good example is the small network of tunnels around the first capture point, assessable by the side building overlooking point A. | + | * The abundance of hidden or out of sight areas in this map makes decloaking in a safe spot far easier; a good example is the small network of tunnels around the first capture point, assessable by the side building overlooking point A. |
{{Map Strategy Nav}} | {{Map Strategy Nav}} | ||
[[Category:King of the Hill maps]] | [[Category:King of the Hill maps]] |
Revision as of 13:24, 21 November 2024
“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. |
Odyssey | |
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Basic Information | |
Map type: | Payload |
File name: | pl_odyssey
|
Released: | July 18, 2024 Patch (Summer 2024 Update) |
Developer(s): | Evan "Defcon" LeBlanc Nickolas "KrazyZark" Fenech Freyja Sarexicus |
Map Info | |
Environment: | Ancient Greece, Mining |
Setting: | Daylight, Sunny |
Hazards: | Pitfalls, Excavator blade (edge only) |
Bot support: | Yes |
Map Items | |
Health Kits: | ×15 • ×15 • ×2 |
Ammo Boxes: | ×11 • ×14 • ×7 |
Map Photos | |
Map Overview | |
This article is about Community Odyssey strategy.
Note: It is recommended to read the main Odyssey article first to become familiar with the names of key map locations used in this article.
Contents
General Strategy (All Classes)
See also: Community Payload strategy
- The map is very open, allowing for much vertical mobility, such as the Thermal Thruster or explosive jumping.
Class-specific strategy
Scout
- At the end of the map, the attacking team has to capture a control point. This makes the Scout's double capture rate especially effective. Use a flank route or unexpected angle to start capture progress and force the enemy team to respond to it, while your own team moves in.
Soldier
- The high spybox makes explosive jumping a good choice to flank a gathering push or to jump behind defencive lines; do note that point C and D are a bit more enclosed than the rest of the map, so this strategy may not be as viable there.
Pyro
- The many flank routes make the Backburner a good choice. High up ledges above the Payload cart are ideal spots to jump down to Crit players pushing the cart. The Thermal Thruster can aid in this with its vertical movement.
Demoman
- The map has an abundance of slopes and angled props to use Rampsliding off of; one useful example is the large hill by BLU teams first spawn, an attacking Demoman could use the
Tide turner to Rampslide up the slope behind enemies pushing the cart.
Heavy
- Because of the Heavy's slow movement speed, walking though the map is quite risky. You should try to take flank routes to minimise danger and suprise the enemy team.
- Once you do flank you have the option to use your powerful minigun to kill and distract the enemy team, giving an opening for your team to push.
Engineer
- The bricks by the side exit of BLU's first spawn are an ideal place for a Sentry Gun, placing one on top allows for it to shoot the RED team and give an opening to push the cart.
- The many ledges allow for creative Sentry Gun positions, but keep in mind that anything too out in the open can be shot down by a Soldier or a Sniper out of its range.
- The map's ending control point makes it easy for you to build a Sentry Gun on the cliff above the point to stop pushes. The Wrangler allows for manual aiming of targets that might hide behind the cart, as well as significantly reducing damage from incoming fire.
Medic
- The capture at the end of the map can be made easier with the Amputator's AOE healing effect; allowing you to heal your entire team.
- The abundance of explosive jumping players on the map makes the Quick-fix a good choice; due to its ability to mimic the explosive jumps and shield charges of the people the medic is healing.
- If you have an uber ready and cordination with your paitent; you can have them explosive jump you behind the enemy lines; and then you can pop Ubercharge, causing enough chaos to either clear out the cart/control point or cause enough discord for your team to take the opening and push.
Sniper
- The many ledges are great spots for a Sniper to stand from, the high ground giving the advantage of being able to look over a lot of the cover.
- All segments of the map have a ledge or overhang you can use to pick off targets pushing the cart, one example is the high up platform outside of BLU's spawn; this platform can also be used to spawncamp the enemy team before they can reach the cart.
Spy
- The abundance of hidden or out of sight areas in this map makes decloaking in a safe spot far easier; a good example is the small network of tunnels around the first capture point, assessable by the side building overlooking point A.