Difference between revisions of "Community Coldfront strategy"
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− | + | *Your sentry guns are especially useful on the last two points to either side. However, all good positions are typically exposed, so be prepared to lose your sentry if the opposing team makes a strong push. | |
=={{Class link|Medic}}== | =={{Class link|Medic}}== |
Revision as of 20:00, 30 March 2011
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Contents
General
Scout
Attacking Control Point 3
- As with all 5 CP maps, both teams rush to the middle at the start, Coldfront however plays differently to most maps of this style for a Scout.
- The fastest route to the middle here is to run down the left hand side of the map all the way.
- Upon reaching the middle, Scouts are dumped straight into the action, going on the point here is generally a bad idea due to how easily it can be spammed with explosives. This is a genuine problem for Scouts on this map as the main bulk of the team can arrive very soon after you.
- Scouts should instead use the cover of the house and wooden boards to move around the point, attempting to protect the main bulk of their team from enemy Scouts, or if the opportunity arises, assault the Medic, Demoman, or other priority targets on the other team.
- If nobody is watching it, jumping up onto a small ledge on the left hand side and then onto the elevated area on the enemies side of the map can allow you to pick off stragglers from the mid-fight with ease.
Defending Control Point 3
- This is not a situation which arises often on this map due to respawn timers and the like.
- If as a Scout you do find yourself having to defend the middle point, all you can do is watch the exits from the second point, so simply watch the side the bulk of your team is not watching so you can draw attention to the area if needed.
- If you are on your own here the enemy team will not hesitate in moving out, so hiding on the walkways that allow entry to the point can put you in perfect position for a back-cap.
- As a general tip, you want to stick with your team on this area, there are few opportunities to get behind the enemy, and your team will need all the help they can get holding the enemies back.
Attacking Control Point 2/4
- Once you're ready to make a move into the second point, hang around outside for a few seconds until your team is on the offensive. Enemy Scouts and other classes may attempt to sneak out behind to attack your Medic or try and back-cap.
- Once your team have moved in and you're satisfied the area outside is clear, making a move down the far right tunnel, or up and down the ramps on the left side is a good idea.
- When inside the point, your team should be distracting the enemies, so you should be killing off enemy Scouts, and then picking off the classes which pose the biggest threat to your team's push. This should be relatively easy due to the explosives being laid down by your team.
- Despite this, do not be surprised if you and your team are forced back out of the point from another wave of enemies, as this can happen often on this map, as such you should try and kill off the enemies as fast as possible.
- In this area, the point itself is also quite open, so it is perfectly possible to run on and off it to help capture, while dodging any enemy attacks, or simply to create a distraction.
- Your biggest threat here will be an enemy Heavy. If you see one, try and keep out of the way of their Minigun, get behind them, or just run away.
Defending Control Point 2/4
- In this area Scouts should be watching the left hand tunnel and not much else. Your team will usually be holding the right hand side, and the middle area is spammed easily by your team should you ask them to watch it.
- The most use you can be here is to make sure nobody sneaks into the point to attack your Medic, and perhaps attempt to sneak out of the stairs to the outer walkways from the middle area of the point.
- As per usual when the enemy moves in, waiting in secluded areas to ambush them, or harassing and killing off weakened players is the order of the day.
- Much the same applies to when you've been able to sneak out. However, if your team is confident they can hold off an enemy push, attempt a back-cap on the middle point, as it can force some of the enemy team to fall back to you, allowing your team to push out more easily.
Attacking Control Point 1/5
- This area is quite nice for a Scout to attack, it's wide open with lots of ways around the enemy, making it hard for them to trap you with explosives.
- Of course, your main priority is to keep enemy Scouts off your team or from back-capping, and then to pick off any Demomen, Medics, Heavies, etc., that appear.
- This area can be a problem if Engineers have built up Sentry Gun nests, so do check the area through the glass partitions and wait for your team to destroy them if this is the case.
- The lack of glass behind the final point here makes it incredibly easy to jump on from behind, so if the enemies are not looking, you can easily grab your team a win here.
Defending Control Point 1/5
- The openness of this area works against a Scout on defense, you can watch the far left and right sides, but you run the risk of being killed by enemy explosives.
- Here as a Scout, you will probably want to hide yourself somewhere to assault enemies as they come past you, or run behind them to back-cap the final point as your team holds the final point. At the very least, you'll distract the enemy for a short time.
- Usual Scout tactics apply during an enemy push, keep out of the way of the ÜberCharge and harass anyone who you can get to.
Soldier
Pyro
Demoman
- Consider using the Scottish Resistance on this map. The low number of access routes to each point combined with selective detonation can allow a capable demoman to singlehandedly defend a point.
Heavy
- Because the battlements are so spread out, consider using the GRU on this map. This is especially useful if a Medic is pocketing you, as it also helps build Uber.
Engineer
- Your sentry guns are especially useful on the last two points to either side. However, all good positions are typically exposed, so be prepared to lose your sentry if the opposing team makes a strong push.
Medic
- Because the battlements are so spread out and sentries have a high efficiency on this map, the standard medigun is typically the best choice.
Sniper
Spy
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