Difference between revisions of "Community Hightower strategy"
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− | * A Demoman using stickies can very easily stop a group of enemies from capturing the final point; players pushing the cart must stay on a very small platform, leaving them susceptible to blast damage. | + | * Hightower is overall an excellent map for the Demoman. There are many long, narrow areas perfect for sticky traps, and the large open spaces with few blockades benefit Demoknights. |
− | + | * A Demoman using stickies can very easily stop a group of enemies from capturing the final point; players pushing the cart must stay on a very small platform, leaving them susceptible to blast damage. | |
+ | *Sticky jumping is very useful on Hightower. You can sticky jump onto the Sniper decks to take Snipers out and proceed to take out any enemies at the ledge area near their spawn. You can save yourself some time by sticky jumping up from the bottom area to the top area where the lifts are, and you can even sticky jump right up onto the center tower to either attack enemies below or on the tower itself. | ||
== {{class link|Heavy}} == | == {{class link|Heavy}} == |
Revision as of 16:49, 12 June 2011
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Community Hightower strategy | |
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Basic Information | |
Developer(s): | Unknown |
Map Photos | |
General
- The balconies near the spawn room are a common but exposed position for Snipers to easily pick off enemies attempting to infiltrate the team's ramp, tower, or crossing. It is, however, directly opposite the other team's balcony where enemy Snipers may use the opportunity to counter. Additionally, Spies that successfully infiltrate the area may hang around in the hopes of killing focused Snipers.
- The knockback from weapons such as the Force-A-Nature or the Pyro's compression blast can be used to push an enemy off the cliff. This is effective in clearing the enemy cart should it reach the nearby ramp and is especially effective before the cart reaches the first uphill push.
- Crouching beside the cart on the platform facing the tower's side will offer protection from damage coming from the enemy base. However, enemies will still be able to attack should they circumnavigate to the other side of the map.
- The cart will fall rapidly if left unattended while elevated and will kill enemies that stand directly below.
- The long ramp provides a defensive position against enemy teams and their cart. Proximity to the base means reinforcements can arrive quickly, the balcony allows suitable Sniper coverage, Sentry Guns have a vantage point overlooking the ramp nearby, and the nature of the ramp means unattended carts will quickly slide back to the bottom.
- The buildings housing the large and medium health packs on ground level serve as ideal Pyro ambush spots as they are in small narrow areas.
- The central tower serves as an area for Soldiers to utilize their rockets at enemies pushing the cart. The top of the tower is also a great place for Spies to jump and airstab unsuspecting enemies who are raising the cart platform.
Scout
Hightower is an interesting map for Scouts, as it has several flanking paths, a large open area with cover dotted around (the rocks in the centre, the crates) and also a very exposed final area for the cart (the elevator).
- As soon as the round starts, you can rush to the enemy team's starting area to stop their lighter classes from pushing the cart. Should they have a Heavy or other more dangerous classes, you can still potentially deal with them by using the nearby health kits and open space to your advantage.
- Be careful of Combat Mini-Sentry Guns placed near your team's cart. This map is a very popular one for offensive Engineers (especially those with the Gunslinger) and could result in your team's lighter classes being unable to push the cart due to a Sentry Gun (in this case, try to work together with someone while using Bonk! to destroy it, or use your Pistol at long range).
- The Force-A-Nature can work surprisingly well here, as there are plenty of raised areas to knock people off of, and in the best situation, you can blast them off the cliff at the far side of the map to an untimely death. You can also use the Force-A-Nature's triple jump capabilities to reach higher areas without having to use the stairs or ramps.
- Remember to use the passage behind the elevators that links the starting areas together. This will allow you to slip behind the enemy lines unseen, and also leads you to health kit in an alcove should you need it.
- As soon as your team's cart reaches the bottom of the ramp near the enemy spawn, your own effectiveness at pushing the cart will be severely limited. Instead, try to put your efforts into stopping them from pushing their cart.
- However, if you have Bonk! you can be a key player to your team, as you can use it to distract the inevitable Sentry Guns around the ramp so your team can destroy them. If necessary, you can also approach with this method from the opposite side your team is coming from, making it much more of an ambush and increasing your chances of success.
- When the cart has reached its respective elevator, try crouching behind it on your team's side, as this will stop you from being sniped from the enemy spawn, and also mean only a few classes will be able to reliably hit you once you're off the ground (namely Rocket jumping Soldiers, Demomen and Snipers aiming from the cliffs). On the other hand, if the enemy team is pushing the cart up the tower, use the Force-A-Nature or ramps around the area to jump onto it and kill off any players capturing. You may die in doing so, but it will stop the enemy team from winning (and also kill anybody unfortunate enough to be standing underneath the elevator as it falls).
- The various pieces of cover and darkened areas in this map make Crit-a-Cola fairly effective. When you drink it though, try to employ hit-and-run tactics and run in the direction of your team's area after killing/wounding your target. Otherwise, the glow from the Crit-boost will draw attention to you and make you a very easy target for more alert players.
- There are paths that lead to the enemy spawn and the enemy Sniper deck. Though unlikely, you can use these paths to destroy any Teleporters they have set up, and take care of any wrangling Engineers or Snipers positioned on the Sniper deck (by jumping onto the crates outside their spawn, then into the stairwell).
- Remember that the Sandman prevents enemies from capturing points or pushing carts. If you see a lone enemy on the cart and nobody is taking care of them, you can stun them to halt their capturing efforts and then kill them quickly with your primary weapon. This is especially useful if someone is pushing their cart on the elevator, as it will assume there is nobody to keep the elevator up there and will cause it to fall back down.
- Don't forget you can use the ramps around the central tower to get to the higher ground. This is key if you want to knock off or kill any enemies firing down from there, as there is very little space for them to move around in, a medium health kit and the fall will almost definitely inflict damage on them.
Soldier
- A Soldier has several high points on the map that he can use to his advantage. The central tower late in the round is a prime spot to not only help your team push, but also defend the opposing teams cart.
Pyro
- A good place for Pyros to defend from is the ramp in front of spawn. This spot has easy access to health and ammo and allows you to airblast enemies off the cliff.
- In general you should stick to navigating the outer flanks of the map, as both the left and right sides of the map have small walkways or tunnels, which are favorable conditions for the Pyro. Try to avoid going on the centre of the map as much as possible since you will not have much effect and enemies can spot you from far away effectively lowering your chances to ambush an enemy.
Demoman
- Hightower is overall an excellent map for the Demoman. There are many long, narrow areas perfect for sticky traps, and the large open spaces with few blockades benefit Demoknights.
- A Demoman using stickies can very easily stop a group of enemies from capturing the final point; players pushing the cart must stay on a very small platform, leaving them susceptible to blast damage.
- Sticky jumping is very useful on Hightower. You can sticky jump onto the Sniper decks to take Snipers out and proceed to take out any enemies at the ledge area near their spawn. You can save yourself some time by sticky jumping up from the bottom area to the top area where the lifts are, and you can even sticky jump right up onto the center tower to either attack enemies below or on the tower itself.
Heavy
- Try to stay near the cart at all times, looking behind you and all around to ward off Spies when you're not shooting at enemies. You could even ride on top of the cart with a crouch jump, if you wanted.
Engineer
- Combat Mini-Sentry Guns can be very effective on Hightower. Placing a Mini-Sentry on the opposing team's side of the central tower is a usually unexpected tactic. If the enemy team's cart is going up the tower, then you can use a Mini-Sentry and the Wrangler to damage and kill enemies from the opposite side of the map.
Medic
- A prime spot to ÜberCharge is the first uphill push. Typically an enemy team will have some sort of defense setup there if the match does not seem to be going their way. Taking a Heavy, Demoman, or Soldier up the ramp while the rest of the team pushes the cart up the ramp can result in the cart not rolling back down the hill. Just be wary of an air-blasting Pyro, as they can push you and your help off of the cliff.
Sniper
- The Sniper nest attracts Spies looking for an easy kill. Be wary if you are going to use your Sniper from there.
- The cliff house is an excellent Sniper spot for when the enemy team has pushed their cart to the lift section. The enemy team's main priority will be pushing the cart and they'll most like stay on the higher areas with the cart rather than the lower areas, minimizing the danger of attack.
- The house is also quite secluded and has very few clear openings to attack from, so enemy Snipers will be less of a threat than they would on the Sniper deck.
- However, keep in mind that the cliff house has the only large health kit on the map, so you may be caught off guard by an enemy rushing over there for heath. If you're lucky and you notice an enemy approaching., you can nab the health kit before he has a chance to and finish him off due to the likelihood of him having low health.
Spy
- At the start of the match, the opposing team will always head for their Payload. This is a great opportunity to get a few backstabs, especially on slower classes.
- Crouch-jump on the barrels to get to the Sniper perch and get some backstabs. If you are using Your Eternal Reward, grab a disguise and head into the Engineer nest one room over.
- When in the Sniper perch, there will always be a Pyro or two who will check everybody. When you see a Pyro coming, Cloak before he sees you and hop down onto the lower levels. You can return to the perch or Engineer nest later.
- When either Payload is at the final stage, there will always be a Heavy who will use his Minigun to supress the Payload from the his team's perch. Cloak, head up to the perch, and kill him. Use Your Eternal Reward to blend in.
- When in the perch, some Engineers will set up a small hub for the Snipers, a hub that you must destroy. You have a few ways of doing this. If you have Your Eternal Reward equipped, backstab a Sniper to gain his disguise. You can use that for cover and take out the Engineer and his hub. If you are using the regular knife, stab and sap is the best method of killing off the Engineer. You can then take out the Snipers.
- The small alley under the tower itself is a popular Engineer spot. The losing team will usually put Teleporters there and the winning team will usually put Sentry Guns there. Use the drop section above the alley for a surprise attack. Be careful though, as a smart Engineer will probably stay with the buildings, knowing of the drop part. Plus, the small alley makes it hard to dodge attacks and hide.