Difference between revisions of "Basic Medieval Mode strategy"
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{{Icon weapon|weapon=Fire Axe|icon-size=100x100px}} {{Icon weapon|weapon=Saxxy|icon-size=100x100px}} | {{Icon weapon|weapon=Fire Axe|icon-size=100x100px}} {{Icon weapon|weapon=Saxxy|icon-size=100x100px}} | ||
− | Without the close range Flamethrower, the Fire Axe gains more utility. Use it if you lack the Back | + | Without the close range Flamethrower, the Fire Axe gains more utility. Use it if you lack the Back Scratcher or Sharpened Volcano Fragment. |
===[[Axtinguisher]] / [[Postal Pummeler]]=== | ===[[Axtinguisher]] / [[Postal Pummeler]]=== |
Revision as of 23:59, 31 July 2011
Medieval mode is a game mode added in the Australian Christmas update. Currently, it is only used by default on the map DeGroot Keep. As only certain weapons are allowed, class balance (and therefore, class strategies) are drastically altered from normal gameplay.
Scout
The Scout remains the fastest class, even within this mode. However, without the close range bursts of his Scattergun, different strategies are need to play effectively.
Secondary weapons
Since you aren't allowed to use the Pistol and the Winger, always equip some kind of drink.
Bonk! Atomic Punch
Because you no longer need Bonk for most of its conventional purposes, the weapon becomes less necessary. Use it to pass by enemy lines or as a distraction or retreat.
Crit-a-Cola
Many of the strategies for using Crit-a-Cola in normal gameplay remain effective in Medieval mode. Use it to give yourself a boost before an ambush. Remember, however, that without a ranged weapon, you won't be as powerful of an ambushing force, so be careful that you don't take too much damage.
Mad Milk
Use Mad Milk in an area with many people so you and your team can maintain healing in a push. Also use it for Spy Checking, as Pyros no longer have a Flamethrower and Snipers no longer have Jarate.
Melee Weapons
Bat/Saxxy
You deal the least amount of melee damage on the team, however you can swing rapidly. Use your speed, both in swinging and movement, to your advantage and land many hits on enemies without taking much damage yourself.
Sandman
The Sandman gives the Scout a ranged weapon at the cost of 15 health. Use it to stun classes before moving in for a kill.
Holy Mackerel
The Holy Mackerel still functions identically to the bat except that it announces each hit in the kill feed. Since a hit that triggers a Spy's feign death will appear as a hit, not a kill, use this to track down Spies using the Dead Ringer.
Candy Cane
Since there are very few ways to deal explosive damage in Medieval Mode, this weapon is almost a direct upgrade. It will drop a health pack, in addition to the health pack that is also dropped whenever you get a kill in Medieval Mode. Use this to heal yourself to keep going in a fight.
Boston Basher / Three-Rune Blade
Since this weapon requires you to be precise with your attacks, it eliminates the tactic of swinging wildly. Use this weapon only when you're sure it will hit.
Sun-on-a-Stick
With few ways to cause fire in Medieval Mode, this weapon can be difficult to use. Unless you have a Pyro using the Sharpened Volcano Fragment or your Snipers shoot fire arrows frequently, you might be better off using a different weapon.
Fan O'War
The Fan O'War allows teammates to finish off a marked opponent, but leaves you next to defenseless. Use hit-and-run tactics if you want to use this weapon, and stay out of fights otherwise.
Atomizer
The Atomizer's triple jump doesn't really allow you to get anywhere you couldn't normally. And with less damage and slower swings, you're rendered almost useless. Use the triple jump to move around enemies, but stay away from direct fights.
Soldier
The Soldier, without his powerful Rocket Launcher, becomes much more of a Support class in Medieval Mode. Use your banners to provide assistance for the team in the absence of Übercharges.
Secondary Weapons
The Shotgun, Reserve Shooter, and Righteous Bison aren't allowed.
Gunboats
Though the Gunboats are technically allowed, they are useless, since you cannot rocket jump. You're better off using another weapon.
Mantreads
The Mantreads suffer, as melee weapons cause very little knockback. Also, the ability to cause damage with fall damage is almost useless, since the only real place that fall damage can be caused is falling from the RED Team castle. Consider choosing another weapon instead.
Buff Banner
Use the Buff Banner to give a final push to the final point. The mini-crits provided can help your team overtake the other team. You can also use it to nullify an enemy Soldier's Battallion's Backup.
Battalion's Backup
With few sources of healing in Medieval Mode, it will be almost impossible to get a fully charge Battallion's Backup. If you do, however, use it to defend againt a push, especially against the final point. Just like how the Buff Banner can be used to negate this, the Battallion's Backup can be used to negate an enemy Buff Banner.
Concheror
Since the only way to deal damage is to melee, this weapon is not as good as in normal gameplay. However, it can still be helpful in a push.
Melee Weapons
Shovel / Frying Pan / Saxxy
The Shovel is a strong melee weapon that deals consistant damage. However, since Medieval Mode makes many of the Soldier's weapons direct upgrades, you may want to use another weapon instead.
Equalizer
The Equalizer starts out weaker than the basic Shovel, however becomes more powerful and increases your movement speed as you take damage. Use this to your advantage in fights, however don't let yourself take too much damage.
Pain Train
Since there are no bullets in Medieval mode, the Pain Train is generally a direct upgrade to the Shovel. Use it to help capture the points. Never use it when on defense, however. Also, the shield bashes from a Demoman's Chargin' Targe or Splendid Screen count as bullet damage, so take care to avoid them.
Half-Zatoichi
Since you are generally bound to your melee weapon anyway, the Half-Zatoichi can also be seen as a direct upgrade to the Shovel. The healing it provides can allow you to continue fighting for long periods of time, which can be useful in building up the Battalion's Backup. Remember, however, that enemy Soldiers or Demomen also weilding the Half-Zatoichi can kill you in one hit, and vice versa.
Disciplinary Action
The Disciplinary Action allows you to speed up slower classes like Heavies, Demomen, and other Soldiers, but makes you weaker, making the Soldier even more support based. Hang back a little if you intend to use this weapon.
Market Gardener
Since there is no way to Rocket Jump in Medieval Mode, this weapon is a direct downgrade from the Shovel. Disregard this weapon entirely.
Pyro
Since the Pyro loses his Flamethrower, is given no Secondary Weapons, and has many situational melee weapons, the Pyro is a very difficult class to use in Medieval Mode.
Melee Weapons
Fire Axe / Saxxy
Without the close range Flamethrower, the Fire Axe gains more utility. Use it if you lack the Back Scratcher or Sharpened Volcano Fragment.
Axtinguisher / Postal Pummeler
Since you have no way to start fires, the Axtinguisher is a very difficult weapon to use. Unless you pair up with a Pyro using the Sharpened Volcano Fragement, you'll be very ineffective.
Homewrecker / Maul
Since Engineers cannot build buildings and Spies do not have Sappers in Medieval Mode, the Homewrecker becomes a straight downgrade to the Fire Axe. Disregard this weapon entirely.
Powerjack
Kills with the Powerjack will give you a boost in health, which can be useful in prolonged fights. However, since you take 20% more damage from melee weapons, you'll find yourself dying much more quickly. If you use this weapon, attack enemies who are unaware of your presence, and if they become so before you kill them, retreat.
Back Scratcher
As everyone drops a health pack on death in Medieval Mode, this can be a very effective weapon. Even the small health packs can heal you a great deal, plus the weapon deals more damage. Medic based healing, however, is severly lessened, so use the health packs more than your Medics.
Sharpened Volcano Fragment
With the exception of lit Huntsman arrows from Snipers, this is the only way to set people on fire. The afterburn will most likely make up for the lack of damage up front. Pair up with Scouts with the Sun-on-a-Stick to make a deadly combination. This also allows you a way to Spy Check.
See also
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