Difference between revisions of "Basic Medieval Mode strategy"
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− | The Claidheamh Mòr has a longer melee range and increases charge duration by one half second. The downsides include no random critical hits and | + | The Claidheamh Mòr has a longer melee range and increases charge duration by one half second. The downsides include no random critical hits and 160 health on spawn (or 185 with the Booties). This weapon is obviously best used with a shield, as you will be able to charge further. Also, a shield is required to get a critical hit. |
=== [[Ullapool Caber]] === | === [[Ullapool Caber]] === |
Revision as of 16:23, 1 August 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.
Contents
Scout
The Scout remains the fastest class in 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, this weapon becomes less necessary. Use it to bypass 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 that without a ranged weapon, you won't be as powerful of an ambushing force, so take extra precautions to avoid 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, but you can swing rapidly. Use your speed to your advantage and land hits on enemies while outmaneuvering them to avoid damage.
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 pack that is always dropped upon kills in Medieval mode. Use this to keep your momentum in a prolonged 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 burn enemies in Medieval mode, this weapon can be difficult to use. Consider using a different weapon unless you have a Pyro using the Sharpened Volcano Fragment or your Snipers shoot fire arrows frequently.
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 allow you to get anywhere you couldn't normally. With less damage and slower swings, you're much less effective in combat. Use the triple jump to move around enemies and 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. Use a different 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 help the team push to the final point. The mini-crits provided can help you 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. However, if you do, use it to defend againt a push, especially against the final point. As with the Buff Banner, the Battallion's Backup can be used to negate an enemy's 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, but becomes more powerful and increases your movement speed as you take damage. Use this to your advantage in fights.
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 on offense, and switch to another weapon when on defense as it provides no defensive benefit. 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 wielding 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. Avoid the frontlines of combat 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 its 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 discover you 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 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 enemies on fire. The afterburn will make up for the lack of initial damage. Pair up with Scouts equipped with the Sun-on-a-Stick to make a deadly combination. This also gives you a method of Spy-checking.
Demoman
As the Demoman has many weapons suited for melee-only combat, he is a force to be reckoned with in Medieval mode.
Primary weapons
Ali Baba's Wee Booties
This is the Demoman's only primary weapon available, so equip it if you have it. This will give you extra health and better control over turning while you are charging with either of the shields.
Secondary weapons
Chargin' Targe
This weapon loses its advantages when compared to the Splendid Screen because it provides more fire and explosive damage resistance, which is highly situational in Medieval mode. It is useful only against other Demomen using the Ullapool Caber, Pyros using the Sharpened Volcano Fragment, and Snipers using the Huntsman. However, it still has the ability to charge to obtain critical damage and to bash enemies, so equip it if you don't have a Splendid Screen.
Splendid Screen
The Splendid Screen provides less fire and explosive damage resistance when compared to the Chargin' Targe, but has the potential to deliver more damage with a successful charge. The Screen can deal charge impact damage at any range, dealing 70% more damage than the Targe, and also will allow critical hits at any charge distance. Use this in most situtations instead of a Chargin' Targe.
Melee weapons
Bottle / Frying Pan / Saxxy
Each weapon is capable of killing most classes in three hits, unmodified. With a successful charge, this can be reduced to a bash and an immediate hit, for critical damage. These weapons, however, can be seen as a downgrade to the Pain Train, as it doubles a players capture rate, with the only downside being charges from other Demomen in Medieval mode.
Eyelander / Horseless Headless Horsemann's Headtaker / Nessie's Nine Iron
The Eyelander and its equivalents have a longer melee range and the ability to gain speed and health with each kill, with the downsides of spawning with 25 less health and being unable to score random criticals. After you get four kills with one of these weapons in one life, you will have 210 health at max (235 with Ali Baba's Wee Booties). This extra health is useful when fighting several enemies. Additionally, you will gain 15 health with every kill if you are not at maximum health. These weapons should be used with one of the shields to be able to score critical hits.
Pain Train
The Pain Train can be seen as a direct upgrade from the Bottle in Medieval mode, as the only downside is being charged by other Demomen. Otherwise, you get twice the capture rate, effectively being a Scout in terms of capturing, except you'll do more damage (65 rather than 35 per non-critical hit).
Scotsman's Skullcutter
The Scotsman's Skullcutter has a longer melee range and deals 20% more damage, at the expense of 15% slower movement speed. It is especially useful with the Targe or the Screen as a critical will one-hit any class except a Heavy, which will require two hits.
Claidheamh Mòr
The Claidheamh Mòr has a longer melee range and increases charge duration by one half second. The downsides include no random critical hits and 160 health on spawn (or 185 with the Booties). This weapon is obviously best used with a shield, as you will be able to charge further. Also, a shield is required to get a critical hit.
Ullapool Caber
On hitting an enemy or a solid part of a map (wall, rock, ground, etc), the Ullapool will explode, doing damage to the enemies in the surrounding area. This weapon is best used when charging into a large crowd. It can one-hit kill all classes if you critically hit. This weapon is especially good for clearing the final point on DeGroot Keep. The Ullapool does damage equivalent to a Scout's bat if it has exploded. Return to a supply locker if you have the chance to replenish it.
Half-Zatoichi
The Half-Zatoichi returns the Demoman to full health after getting a kill. The weapon will also one-hit kill another player wielding it. There are no downsides to this weapon in Medieval mode, as you have no other weapons to switch to. This weapon is more efficient with a shield.
Persian Persuader
The Persian Persuader cuts the recharge time for either shield in half and allows you to pick up dropped weapons (most melees and all non-melees which are allowed) for health. The downside is no random critical hits. This weapon is most efficient with a shield, because you can charge more often, therefore gaining more critical hits. This weapon can be considered as an upgrade to the Half-Zatoichi due to the faster recharge time. It can also be used to disallow enemy Snipers Huntsman ammunition.
Heavy
Due to the loss of the Minigun and slow movement speed, it can be difficult to use Heavy effectively in Medieval mode. However, his large health pool, especially when combined with the use of his food sources, means that he can be involved in prolonged fights.
Secondary Weapons
Sandvich
The Sandvich is useful for patching yourself up in between fights. However, you are helpless during its long consumption time. While a Sandvich thrown on the ground might heal for only half as much, it can often be a more efficient way to heal. Additionally, a thrown Sandvich can help keep teammates healthy.
Dalokohs Bar / Fishcake
The Dalokohs Bar cannot heal you as quickly as the Sandvich and cannot be dropped for allies. However, because it has no cooldown, you can eat it at any time to heal minor wounds and continuously keep your increased maximum health. The Dalokohs Bar or Fishcake can be beneficial if your team lacks a Medic but does have a constant source of healing from dropped medkits.
Buffalo Steak Sandvich
The Buffalo Steak Sandvich can be useful in Medieval mode since it increases the Heavy's speed and deals out Mini-Crits. However, try to feint and dodge enemy attacks as their attacks will deal Mini-Crits to you. It can still be thrown onto the ground to heal yourself or injured teammates.
Melee Weapons
Fists / Saxxy
Although Fists are a good melee weapon to use, Medieval mode causes other of Heavy's melee weapons to be upgrades. Switching to those may give you a stronger edge in combat.
Killing Gloves of Boxing
Take out the Killing Gloves of Boxing when you have the enemy in a corner and can easily land your punches. Once you've obtained the critical hit boost, make the best use of it by finding a chain of people to attack. Crits deal out 195 damage so you don't have to worry about not killing other classes in one-hit (unless it's a Soldier or another Heavy).
Gloves of Running Urgently
The G.R.U. is not the best alternative due to the fact that it's increased speed and decreased damage makes it generally useless in Medieval mode. Use Fists if the G.R.U. is your only other melee weapon.
Fists of Steel
The Fists of Steel, also, is not a good alternative due to the fact that most fights in Medieval mode are melee-based and the Fists of Steel have a 100% melee damage vulnerability, thus you will die quickly in most fights. Use Fists if the Fists of Steel is your only other melee weapon.
Warrior's Spirit
The slight damage increase does aid in killing enemies faster. If you are being healed by a Medic, the health penalty is negligible.
Eviction Notice
The increased attack speed of the Eviction Notice does not make up for the reduced damage. Unless you are fairly inaccurate in melee combat and could benefit from firing twice as many punches, you're better off using a different melee weapon.
Engineer
The Engineer loses his main ability in Medieval mode - the ability to make buildings, thus he becomes a difficult class to use in Medieval mode.
Melee Weapons
Wrench / Golden Wrench / Saxxy
The Wrench can deal out a strong and consistent amount of damage, making it a good weapon to use in Medieval mode.
Gunslinger
The additional health the Gunslinger grants makes you a viable attacking force and the crit boost you receive after hitting an enemy 3 times can be very useful in prolonged fights.
Southern Hospitality
The bleed effect the Southern Hospitality afflicts can be useful in a one-on-one fight and helps to track down Cloaked Spies. Try to avoid Pyro's wielding the Sharpened Volcano Fragment and flaming Huntsman arrows, as this weapon has a 20% fire damage vulnerability.
Jag
The Jag is most suited to buildings, and thus is a downgrade to the Wrench in Medieval mode. Use the Wrench if the Jag is your only other melee weapon.
Medic
The Medic, despite his lack of a Medi Gun, can still be an effective combatant and healer in Medieval mode.
Primary Weapons
Crusader's Crossbow
The Crossbow is one of the Medic's only two options in terms of healing, and is also the only primary available. Use it if you have it. It can inflict up to 75 damage with a normal hit and can heal friendly players for up to 150 health. Using this weapon with the Amputator increases your health regeneration per second.
Melee Weapons
Bonesaw/Saxxy
Each weapon is able to kill most classes in three or four hits. If you are using one of these weapons with the Crossbow, use it instead, as it can both heal friendlies and hurt enemies. Use the melee if you are forced into a close-combat situation, however, as it will do more damage than the Crossbow can at short range.
Übersaw
The Übersaw is a downgrade from the Bonesaw in Medieval mode, because you are unable to use your Übercharge and the weapon swings slower. Use the Bonesaw if the Übersaw is your only other weapon.
Vita-Saw
The Vita-Saw is a downgrade from the Bonesaw in Medieval mode, because you are unable to build up an Übercharge and you spawn with 15 less health.
Amputator
The Amputator is an upgrade from the Bonesaw. It deals identical damage, but when you taunt it will heal all nearby teammates, at the cost of leaving you vulnerable for just over four seconds. Use this, instead of the Crusader's Crossbow to heal many teammates at once. Use this with the Crossbow for one extra health regenerated per second.
Solemn Vow
The Solemn Vow allows you to enter combat more intelligently, as you can gauge how much health enemy players have. Using this with the Crossbow enables you to select targets which have less health to shoot at, for a more likely kill.
Sniper
Primary Weapons
Huntsman
As the only primary weapon the Sniper has, equip it if you have it. It capable of dealing lethal force with a single shot, if aimed accurately. Additionally, use the various braziers located throughout the map to light your arrows on fire to ignite enemies on hit.
Secondary Weapons
Razorback
Use the Razorback if the enemy team has Spies running around or if you don't have Darwin's Danger Shield. If the enemy team lacks Spies, use Darwin's Danger Shield.
Darwin's Danger Shield
Darwin's Danger Shield provides 25 extra health, which is very useful in close quarters combat. Use this if Spies are not a problem.
Melee Weapons
Kukri / Saxxy
The Kukri and Saxxy are downgrades to the Bushwacka, as fire vulnerability is more situational in Medieval mode. Use one of these or another weapon if there are other Huntsman Snipers or Sharpened Volcano Fragment-wielding Pyros.
Tribalman's Shiv
The Tribalman's Shiv causes enemies to bleed for 6 seconds. The weapon initially does 50% less damage. After the bleed effect, the weapon finishes at around 80 damage. The Shiv can be used for Spy-checking, as Cloaked Spies are noticeable if they are bleeding.
Bushwacka
Due to this weapon hitting for criticals when it would normally mini-crit, it is more useful than the Kukri in several situations, such as when an opposing Heavy has consumed a Buffalo Steak Sandvich. However, do not use this weapon if there are many other Huntsman Snipers (using braziers to light their arrows) or Sharpened Volcano Fragment-wielding Pyros.
Shahanshah
The Shahanshah increases your damage by 25% when you are lower than 50% on max health, but decreases it by 25% when you have more than 50% health. If you are planning on melee fighting only, do not use this weapon. The damage increase for low health isn't usually worth less damage at high health.
See also
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