Difference between revisions of "Community Sharkbay strategy"
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== General strategy == | == General strategy == | ||
* The large side building between the 2 team's exits has a small plank on the very top. This can be used as a great Sniping spot, or a jumping off | * The large side building between the 2 team's exits has a small plank on the very top. This can be used as a great Sniping spot, or a jumping off | ||
− | + | point to flank enemies guarding the control point. | |
== Class-specific strategy == | == Class-specific strategy == | ||
=== {{class link|Scout}} === | === {{class link|Scout}} === | ||
* The high up plank is especially useful to scouts; as you can use your double jump to get straight onto the point and from there hopefully start | * The high up plank is especially useful to scouts; as you can use your double jump to get straight onto the point and from there hopefully start | ||
− | + | capping or create enough discord for your team to make a push. | |
=== {{class link|Soldier}} === | === {{class link|Soldier}} === | ||
* You can [[Jumping|Explosive jump]] from the high up plank to rain rockets on the enemy team, be careful though; as the skybox is not too high. | * You can [[Jumping|Explosive jump]] from the high up plank to rain rockets on the enemy team, be careful though; as the skybox is not too high. | ||
=== {{class link|Pyro}} === | === {{class link|Pyro}} === | ||
* Because of the innate hazard around the control point you can use your airblast to clear off the entire point and airblast the enemy team into | * Because of the innate hazard around the control point you can use your airblast to clear off the entire point and airblast the enemy team into | ||
− | + | the sharks. This pairs very well with the [[Termal Thruster]]'s additional mobility. | |
=== {{class link|Demoman}} === | === {{class link|Demoman}} === | ||
* Simiar to [[Soldier]] you can also Explosive jump from the high up plank to rain stickies on the enemy team, be careful though; as the skybox is | * Simiar to [[Soldier]] you can also Explosive jump from the high up plank to rain stickies on the enemy team, be careful though; as the skybox is | ||
− | + | not too high. | |
=== {{class link|Heavy}} === | === {{class link|Heavy}} === | ||
Revision as of 18:49, 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. |
Template:Dictionary/common strings/map name sharkbay (king of the hill) | |
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300px | |
Basic Information | |
Map type: | King of the Hill |
File name: | koth_sharkbay
|
Released: | July 18, 2024 Patch (Hatless Update) |
Developer(s): | Vasilis "Billo" Chatzikostas Patrick "Zeus" Hennessy Seb "Tianes" Necula Benjamin "blaholtzen" Blåholtz Nickolas "KrazyZark" Fenech |
Map Info | |
Environment: | Desert |
Setting: | Seaport, Sunny |
Deep Water: | No |
Pyrovision Support: | No |
Bot support: | Yes |
Map Items | |
Health Kits: | ×TBD • ×TBD |
Ammo Boxes: | ×TBD • ×TBD |
Map Photos | |
Contents
General strategy
- The large side building between the 2 team's exits has a small plank on the very top. This can be used as a great Sniping spot, or a jumping off
point to flank enemies guarding the control point.
Class-specific strategy
Scout
- The high up plank is especially useful to scouts; as you can use your double jump to get straight onto the point and from there hopefully start
capping or create enough discord for your team to make a push.
Soldier
- You can Explosive jump from the high up plank to rain rockets on the enemy team, be careful though; as the skybox is not too high.
Pyro
- Because of the innate hazard around the control point you can use your airblast to clear off the entire point and airblast the enemy team into
the sharks. This pairs very well with the Termal Thruster's additional mobility.
Demoman
- Simiar to Soldier you can also Explosive jump from the high up plank to rain stickies on the enemy team, be careful though; as the skybox is
not too high.