Difference between revisions of "Community Odyssey strategy"

From Team Fortress Wiki
Jump to: navigation, search
(Started making the strategy sections for points A B C and D but for now this is all I can do until the afternoon.)
(Wait nvm)
Line 57: Line 57:
 
=== {{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.
 
=== Point A ===
 
*Defence
 
* When defending point A keep in mind you can use the side building overlooking point A to place a sentry or set a defensive line; this spot is ideal due to its near full sightline of point A and and walls
 
  that make it so that they can only shoot you when they are right in front of you; making an easy kill.
 
** Another good area to make a defencive line is the flank route that leads down right into the point; it has less range and only is of full use when the enemy is actively capping the point but it blocks
 
    any flankers and can provide a last line of defence.
 
{{Map Strategy Nav}}
 
[[Category:King of the Hill maps]]
 

Revision as of 13:46, 21 November 2024

Odyssey
Odyssey.png
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
Healthico.png Health Kits: Smallhealth.png ×15  •  Mediumhealth.png ×15  •  
Largehealth.png ×2
Ammoico.png Ammo Boxes: Smallammo.png ×11   •   Mediumammo.png ×14   •  
Largeammo.png ×7
Map Photos
Loading screen photos.
Map Overview
Odyssey overview.png

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.

General Strategy (All Classes)

See also: Community Payload strategy

Class-specific strategy

Leaderboard class scout.png 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.

Leaderboard class soldier.png 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.

Leaderboard class pyro.png 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.

Leaderboard class demoman.png 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.

Leaderboard class heavy.png 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.

Leaderboard class engineer.png 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.

Leaderboard class medic.png 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.

Leaderboard class sniper.png 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.

Leaderboard class spy.png 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.