Difference between revisions of "Community Rotunda strategy"
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(Added a new section to the heavy area, making it so that every class has at least one piece of advice on it. Still more work to do tho.) |
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=== {{class link|Heavy}} === | === {{class link|Heavy}} === | ||
− | + | * The open [[Sniper]] sightlines that lead to the control point make going through the tunnels to the point, then going onto it from there a good choice, as you are out of sight for most of the way to the point and reduces the risk of a [[Scout]] or [[Spy]] getting a pick on you. | |
=== {{class link|Engineer}} === | === {{class link|Engineer}} === | ||
* Not many players will be in the tunnels around the point, making it an ideal spot for a [[Teleporters|teleporter]]. It allows your team to get directly behind the enemy team or in front of their spawn. The [[Eureka Effect]]'s ability to teleport to your own Teleporter exit and reduced Teleporter cost is a great choice for this strategy. | * Not many players will be in the tunnels around the point, making it an ideal spot for a [[Teleporters|teleporter]]. It allows your team to get directly behind the enemy team or in front of their spawn. The [[Eureka Effect]]'s ability to teleport to your own Teleporter exit and reduced Teleporter cost is a great choice for this strategy. |
Revision as of 18:35, 16 December 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. |
Rotunda | |
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Basic Information | |
Map type: | King of the Hill |
File name: | koth_rotunda
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Released: | July 12, 2023 Patch (Summer 2023 Update) |
Developer(s): | Paul "Brokk" Clausen Rhafael "Rhamkin" Oliveira Alex "FGD5" Stewart Roman "FanCyy" Malashkevich Bertrand "Tails8521" Penguilly Louie "bakscratch" Turner Christoph "Gadget" Manschitz Kevin "Ravidge" Brook Aeon "Void" Bollig Juniper Jesse "Custard1" Budd |
Map Info | |
Environment: | Alpine, industrial |
Setting: | Daylight, sunny |
Hazards: | Trains, crushing |
Map Items | |
Health Kits: | ×2 • ×12 |
Ammo Boxes: | ×4 • ×10 |
Map Photos | |
Map Overview | |
This article is about Community Rotunda strategy.
Note: It is recommended to read the main Rotunda article first to become familiar with the names of key map locations used in this article.
General Strategy (All Classes)
See also: Community King of the Hill strategy
- Each team has a train at their spawn that can be jumped on to get a speed boost when getting to the control point.
- There is an extensive tunnel network under and around the control point, containing a small health kit and a medium ammo pack. These routes can help flanking classes get behind the enemy lines quicker and safer, especially as they can be accessed from spawn.
Class-specific strategy
Scout
- The control point has an area on top of it that is too high up for most classes, but Scouts can access it through a double jump. Once you are on top, you have a large positioning advantage over those below on the control point.
Soldier
- As a Soldier you also can get onto the control point's roof with a rocket jump. However, this may require a smaller rocket jump than usual to prevent any unnecessary air time and vulnerability.
- The map's more enclosed and walled-off nature makes rocket jumping generally less viable than average, however, the large dome in the center provides ample space to jump around, or behind the control point.
Pyro
- Due to the control point being elevated above an out of sight area, you can use the Backburner to flank around the point and burn the distracted enemies, giving your team an opening to cap it or stop an incoming push.
Demoman
- The control point on the map is both open from the top and very small, making it a very good option to sticky jump to the top of the point and spam stickies from above before the enemy team notices. You should be quick when doing this though, as this makes you an easy pick for a Sniper or Scout.
Heavy
- The open Sniper sightlines that lead to the control point make going through the tunnels to the point, then going onto it from there a good choice, as you are out of sight for most of the way to the point and reduces the risk of a Scout or Spy getting a pick on you.
Engineer
- Not many players will be in the tunnels around the point, making it an ideal spot for a teleporter. It allows your team to get directly behind the enemy team or in front of their spawn. The Eureka Effect's ability to teleport to your own Teleporter exit and reduced Teleporter cost is a great choice for this strategy.
- You can use this Teleporter to sneak another building through, such as a level 3 Sentry Gun, and use it to pick off enemies or block the enemy team's path to the point for a while and allow your team to start controlling more of the map.
Medic
- The congested nature of the map's control point and the fact that it is slightly walled in makes the Amputator a good choice for its Medicating Melody.
Sniper
- The two platforms overlooking the control point give a large sightline over the entire inner part of the map which includes into the control point. This is a strong defensive position to ease the stress on your team while defending, but can also be used to create an opening for a push.
Spy
- You can get into a "loop" of flanking around the point, getting an important pick like a Medic, then running back to the health and ammo packs in the tunnels under the point to gain back health and do it again. If you are fast enough, you can keep up this offensive option for the whole round. This pairs well with the Dead Ringer's ability to regen Cloak faster and give you a speed boost when damaged.