Difference between revisions of "Community Nucleus (King of the Hill) strategy"
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*[[Knockback]] from rockets can make enemies fall from the catwalk to and from the control point. | *[[Knockback]] from rockets can make enemies fall from the catwalk to and from the control point. | ||
− | *The Cow Mangler 5000 is useful when defending the hill as the fifth shot or charge shot can be very useful in clearing the point. | + | *The Cow Mangler 5000 is useful when defending the hill, as the fifth shot or the charge shot can be very useful in clearing the point. |
== {{class link|Pyro}} == | == {{class link|Pyro}} == |
Revision as of 10:28, 24 July 2011
“You are so small! Is funny to me!” This article is a stub. As such, it is not complete. You can help Team Fortress Wiki by expanding it. |
Community Nucleus (King of the Hill) strategy | |
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Basic Information | |
Developer(s): | Unknown |
Map Info | |
Environment: | Spytech |
Setting: | Indoor |
Hazards: | Pit |
Map Photos | |
Contents
General
- Note that due to their exploitable nature the extending catwalks and the point itself are stick-proof: stickies and Jarate will simply bounce off them.
- Due to the control point's small size, Demomen and Soldiers are very effective at clearing the point. If there are several enemies standing on the point, the Grenade Launcher's splash damage allows a Demoman to kill most of them very quickly.
- A good place to hang out after the point is captured, particularly for Heavies, Demomen and Pyros, are the entrances to the two side catwalks leading onto the point. The enemy is usually concentrating straight ahead at your spawn opposite; with this in mind you can catch them in some devastating crossfire if you are clever about it.
- Crouch jumping on to the barriers surrounding the point will enable you to reach the roof of the adjacent building. From here, a wide variety of strategies are available to most classes.
Scout
- Scout players can take advantage of walls to run away from an enemy with their speed if they have low health or probably have no chance of beating them. (Usually a Heavy and Medic combination or a Pyro.
- Scouts can using their speed and the small area to get strong hits on the enemy with the Scattergun, Force-A-Nature, Shortstop, or Soda Popper.
- Scouts can quickly kill a heavy by striking it once with the Fan O' War and following up with meatshots from his primary guns.
Soldier
- The roofs of the surrounding buildings are open for Soldiers and serve as a great spot to rain rockets down from.
- Knockback from rockets can make enemies fall from the catwalk to and from the control point.
- The Cow Mangler 5000 is useful when defending the hill, as the fifth shot or the charge shot can be very useful in clearing the point.
Pyro
- Pyros work well around the lower areas of the catwalk as they can easily airblast enemies into the pit or ambush low health enemies from getting the medium healthpack.
- The cover of darkness offered by the roof of the low building (see General) gives Pyros great ambushing opportunities. Use the shadows to hide and foil the enemy's attempts to reach the point.
- Pyros stationed on the roof with the compression blast will also provide a formidable counter-measure to any Soldiers or Demomen looking to gain some height advantage.
- If the Pyro is on low health, setting an enemy on fire on the catwalk and retreating with the flare gun is useful if you can cause the critical flare.
Demoman
- Demoman players can hide on any of the three floors available and shoot their bombs into the capture point area to kill the opponents. This works well because even on the lowest level of this map, the bombs can ark over the walls.
- Demoman players can also place sticky bombs on and around the capture point area to defend against anybody that wants to capture it or attack your team.
Heavy
- Heavy players can utilize the small spaces to their advantage by confining an enemy from running away or dodging too much, easily getting you a kill on the most slippery of targets.
Engineer
- Engineers will have a tough time on Nucleus. Sentry Guns erected to overlook the point will be easily taken out by Snipers and Soldiers from the other side. You can try setting up a "surprise" Sentry Gun on the lower catwalks, or alternatively try setting up in the upper balcony area with the medium ammo box to deny that area to the enemy. Use of the Wrangler is effective here, due to the wide, open areas.
- Gunslinger-wielding Engineers can exploit the major fight for the central point - due to the concentrated size of the map - to slip by enemy defenses and place Mini-Sentry Guns around the map, effectively being able to flank the enemy forces. It's also a good strategy to place a Mini-sentry below the point, on the Health Kit, in order to surprise both injured enemies looking for health and players on the bridges.
- You can access the roof of the Medium Health pack room by building a Sentry on the battlements and using it as a boost to jump to the door frame. A teleporter on the roof will provide your team with excellent height advantage. From here, Sentry Guns can be built on the far sloped ledges above each spawn. The great height and wide view of the map these ledges offer makes it a very difficult strategy to counter.
- The shadowy pipe trenches on the roof of the low building (see General) make great spots for nigh-undetectable Sentry Guns.
- If possible, engineers are able to place a sentry near the enemy spawn to distract them while his team can capture the point.
Medic
- Medics can use the quick-fix's megaheal on a friendly scout to have 3X capture rate on the point with less worry of being pushed into the pit thanks to its knockback prevention.
- Using the kritzkrieg on a friendly soldier/demoman when there are a lot of enemies on the bridge is extremely effective as the explosion knockback will most likely send their enemies to their doom.
Sniper
- Snipers can be deadly on this map, owing to the unobstructed sightlines available from every side onto the point. For this reason, it is wise to run flanking Scouts/Spies and counter-Snipers to allow your Soldiers, Heavies and Medics to get onto the point without being killed. Be sensible about this; too many Snipers and not enough combat classes and the point itself will go uncaptured.
Spy
- Because this map is so confined, it may be best as Spy to disguise as a Sniper and wait up on the upper catwalks. Then, when you see a high value enemy below you(Medics, Heavies, Soldiers), jump down and stab them in the back.
- On the upper levels of this map, there are these ledges where Soldiers, Demoman, Snipers, and probably every other class like to camp and shoot on their opponents. Take advantage of their vulnerable back and stab it while they don't notice you.