Difference between revisions of "Community Attack/Defend strategy"
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=== {{class link|Soldier}} === | === {{class link|Soldier}} === | ||
− | * | + | *On defense (RED) as a Soldier, you will often find that enemies will be concentrated around the control point. Use the splash damage from your Rocket Launcher to deal damage to multiple enemies grouped around the point. |
+ | |||
+ | *On offense, the Soldier is a very versatile class and is flexible in a variety of situations. | ||
=== {{class link|Pyro}} === | === {{class link|Pyro}} === | ||
*When defending, remember to use your [[compression blast]] to push people off the point. | *When defending, remember to use your [[compression blast]] to push people off the point. | ||
+ | |||
+ | *Be sure to help our your Engineers by checking for Spies and reflecting projectiles away from their buildings. | ||
=== {{class link|Demoman}} === | === {{class link|Demoman}} === | ||
− | * | + | *Using the [[Stickybomb Launcher|Sticky Launcher]] it is possible to blanket the area surrounding the point with bombs (or if necessary, the point itself) to deal heavy damage to groups of people. |
− | * | + | *The [[Scottish Resistance]] makes it possible to not only defend the point but key areas where the enemy must pass through to reach the point itself. It is very useful for situations where you know they might make it past just one sticky trap. |
− | * | + | *Your [[Grenade Launcher]] is useful for clearing large crowds when your [[Stickybomb Launcher|Stickies]] are out of commission. Very helpful in intense situations to deal heavy damage to attackers. |
− | * | + | *On offense, an [[Ubercharge]]'d Demoman can quickly destroy Sentries and other buildings using his Stickybomb Launcher. |
=== {{class link|Heavy}} === | === {{class link|Heavy}} === | ||
− | * For offense, a good choice of | + | *For offense, a good choice of weapon is the [[Natascha]], as it slows down approaching defense lines. The [[Brass Beast]] is useful on defense as it does more damage. |
− | * If your team is taking heavy fire, try throwing your [[Sandvich]] near | + | *If your team is taking heavy fire, try throwing your [[Sandvich]] near teammates with low health. This will help them recover to get back in the fight. |
− | * Remember to protect Friendly Medics, as they are almost necessary to your Team's success, especially if they are nearing a full [[ÜberCharge]]. | + | *Remember to protect Friendly Medics, as they are almost necessary to your Team's success, especially if they are nearing a full [[ÜberCharge]]. |
=== {{class link|Engineer}} === | === {{class link|Engineer}} === | ||
− | *When defending, try to build | + | *When defending, try not to build in locations that are easily bombarded by enemy fire. Try to hide your buildings from Stickybombs and rockets. |
*Usually around the last control point is where a well placed [[Sentry Gun]] can be a helpful asset to the team. Place a sentry and a Dispenser beside you, and camp out the last few minutes of the game. Just watch out for [[Spies]]. | *Usually around the last control point is where a well placed [[Sentry Gun]] can be a helpful asset to the team. Place a sentry and a Dispenser beside you, and camp out the last few minutes of the game. Just watch out for [[Spies]]. | ||
=== {{class link|Medic}} === | === {{class link|Medic}} === | ||
+ | *On offense or defense, it is important to have at least one [[Medic]] with an Ubercharge. Build up your charge during the Setup Phase. | ||
+ | |||
+ | *On offense, do not deploy your charge immediately after the Setup Phase. It is better to hang back and get a bearing of where the enemy is before charging out with your Uber. | ||
+ | |||
+ | *On defense, wait for the enemy Medics to deploy their Ubercharge first. After they deploy theirs, deploy yours and block the enemy Uber. | ||
=== {{class link|Sniper}} === | === {{class link|Sniper}} === | ||
=== {{class link|Spy}} === | === {{class link|Spy}} === | ||
− | *Remember that you can't capture a point while [[Disguised]] or [[Cloak]]ed | + | *Remember that you can't capture a point while [[Disguised]] as the enemy or [[Cloak]]ed. |
− | *Sentry Guns are often the | + | *Sentry Guns are often the keystone of RED defense. Use your Electro Sapper to disable them so your team can take them out. |
*Attack/Defend maps usually flow in one direction, which means enemies are more likely to run forward towards the next control point. Use this opportunity to get behind them and [[Backstab]] them. | *Attack/Defend maps usually flow in one direction, which means enemies are more likely to run forward towards the next control point. Use this opportunity to get behind them and [[Backstab]] them. |
Revision as of 01:13, 10 July 2011
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Attack/Defend strategy.
Contents
General strategy
- Remember that if the square in the bottom of your HUD has a padlock on it, that indicates that that control point is locked and that you can not capture it.
- Try to sneak to around the capture point before initiating the capture, otherwise you lose the element of surprise.
Class-specific strategy
Scout
- When playing offense (BLU) as a Scout, your most powerful weapon is your ability to capture points twice as fast as normal classes. Use this to your advantage by focusing on capturing the control point.
Soldier
- On defense (RED) as a Soldier, you will often find that enemies will be concentrated around the control point. Use the splash damage from your Rocket Launcher to deal damage to multiple enemies grouped around the point.
- On offense, the Soldier is a very versatile class and is flexible in a variety of situations.
Pyro
- When defending, remember to use your compression blast to push people off the point.
- Be sure to help our your Engineers by checking for Spies and reflecting projectiles away from their buildings.
Demoman
- Using the Sticky Launcher it is possible to blanket the area surrounding the point with bombs (or if necessary, the point itself) to deal heavy damage to groups of people.
- The Scottish Resistance makes it possible to not only defend the point but key areas where the enemy must pass through to reach the point itself. It is very useful for situations where you know they might make it past just one sticky trap.
- Your Grenade Launcher is useful for clearing large crowds when your Stickies are out of commission. Very helpful in intense situations to deal heavy damage to attackers.
- On offense, an Ubercharge'd Demoman can quickly destroy Sentries and other buildings using his Stickybomb Launcher.
Heavy
- For offense, a good choice of weapon is the Natascha, as it slows down approaching defense lines. The Brass Beast is useful on defense as it does more damage.
- If your team is taking heavy fire, try throwing your Sandvich near teammates with low health. This will help them recover to get back in the fight.
- Remember to protect Friendly Medics, as they are almost necessary to your Team's success, especially if they are nearing a full ÜberCharge.
Engineer
- When defending, try not to build in locations that are easily bombarded by enemy fire. Try to hide your buildings from Stickybombs and rockets.
- Usually around the last control point is where a well placed Sentry Gun can be a helpful asset to the team. Place a sentry and a Dispenser beside you, and camp out the last few minutes of the game. Just watch out for Spies.
Medic
- On offense or defense, it is important to have at least one Medic with an Ubercharge. Build up your charge during the Setup Phase.
- On offense, do not deploy your charge immediately after the Setup Phase. It is better to hang back and get a bearing of where the enemy is before charging out with your Uber.
- On defense, wait for the enemy Medics to deploy their Ubercharge first. After they deploy theirs, deploy yours and block the enemy Uber.
Sniper
Spy
- Sentry Guns are often the keystone of RED defense. Use your Electro Sapper to disable them so your team can take them out.
- Attack/Defend maps usually flow in one direction, which means enemies are more likely to run forward towards the next control point. Use this opportunity to get behind them and Backstab them.