Difference between revisions of "Community Gold Rush strategy"
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+ | | game-type=Payload | ||
+ | | file-name=pl_goldrush | ||
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+ | | map-multiple-stages = 3 | ||
+ | | map-environment = Desert | ||
+ | | map-setting = Daylight, sunny | ||
+ | | map-health-pickups-small = 9 | ||
+ | | map-health-pickups-medium = 14 | ||
+ | | map-health-pickups-large = 4 | ||
+ | | map-ammo-pickups-small = 4 | ||
+ | | map-ammo-pickups-medium = 12 | ||
+ | | map-ammo-pickups-large = 14 | ||
+ | }} | ||
'''[[Gold Rush]]''' [[strategy]]. | '''[[Gold Rush]]''' [[strategy]]. | ||
Revision as of 18:11, 8 April 2011
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Community Gold Rush strategy | |
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Basic Information | |
Developer(s): | Unknown |
Map Info | |
Environment: | Desert |
Setting: | Daylight, sunny |
Map Photos | |
General
- Stage A, Checkpoint 2: It is imperative that BLU takes and holds the Attic to set up Teleporters and Dispensers for attack classes. BLU Sentry Guns in the Attic should be primarily defensive, as placing a Sentry Gun facing RED spawn, such as on the catwalk or in a window, gives Soldiers and Demomen a wide open target. A heavily defended Attic allows BLU to heal/ammo, charge Übers, and gives access to the final point for a quick Scout rush if necessary. RED must prevent the Attic from being taken. This is not essential to a good defense, as there are ample sentry positions outside the Attic, but pivotal for a good offense. A single RED ÜberCharged Pyro can destroy a Sentry Gun nest in the Attic, so upgrade them to level 3 for knockback.
- A Heavy perched on top of the cart will function much like a Heavy by a Dispenser, but with the added bonus of of staying on the front lines (and the problem of being on a higher perch.) Be careful, as a skilled Sniper can easily headshot a slow moving, inattentive Heavy.
- The cart provides great cover from attacks. Crouching makes this even more effective. It also is an extremely useful tactic when there are Sentry Guns around, as you can simply crouch on the side of the cart that isn't facing the Sentry Gun. You may eventually be shot by it, but this tactic at the very least saves several seconds, and that can mean the difference between RED pushing back and BLU backup arriving.
- Brute force shouldn't be underestimated on this map. If you have enough firepower hitting the other team, it is difficult for them to do much unless they do the same to you. An advance is usually made when one team is unable to deal enough damage to the enemy because they are mostly waiting to respawn with only a few on the front lines. You must be able to keep sustainable firepower on the front line.
- For RED Demomen, placing sticky bombs along the track the cart follows is generally a good defensive idea. Once the enemy team gets the cart moving over the portion of track you've placed the bombs on, set them off to stop the cart and gib its escort. This tactic works especially well inside the tight turns of both stages A and B because the enemy team will turn the corner and move over the bombs without realizing their presence. Demomen are also extremely successful at the chokepoint turn after the first checkpoint on Stage A, often stalling an assault. Demomen at this chokepoint can harass Engineers attempting to build in the Upper Right Attic and enemies on the cart track.
Scout
- On offense, your most important job is to keep the cart moving. If you are not under fire, stand near the cart as much as possible. If you are under fire, you can keep it moving longer by hopping around the cart in circles, or take cover by crouching behind the cart. If you have teammates nearby, you can also hide behind them sometimes.
- Although you will be on linear maps, they still have multiple paths through each area. Use your speed to your advantage by popping out unexpectedly from side corridors while everyone's attention is on the track. Then you can either pick opponents off while they are not looking, or speed in and tag the cart in order to keep it from sliding back.
- Gold Rush is a Sniper heaven, but Scouts can easily circumvent the more open areas and close the distance between them and the Snipers.
Soldier
Pyro
- Pyros should use their compression blast on both offense and defense to keep enemies away from the cart. Even pushing enemies away for a second can provide enough of a distraction that flanking teammates can finish them off.
- On BLU, Pyros should generally be near the cart, both helping with the push and checking for Spies. They can also use their compression blast to push RED Stickybombs out of dangerous spots.
Demoman
A Demoman on BlU should use his sticky launcher on various checkpoints and even the Payload to stop further progression of the bomb. A Demoman on RED should use the Chargin' Targe strategy to accumulate heads and help cap the Payload.
Heavy
Engineer
- For both teams on the final stage, especially BLU, Teleporters are important as there are large distances to cover and for BLU team there are no forward spawn points. The ability to get your team to the front lines quickly can be a game-changing asset.
Medic
Sniper
Spy
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