Difference between revisions of "Community Harvest strategy"

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*When an enemy is on the Control Point, a Scout can use the [[Sandman]] to stun enemies.  This will grant the Scout and his teammates greater ease to clear the Control Point.
 
*When an enemy is on the Control Point, a Scout can use the [[Sandman]] to stun enemies.  This will grant the Scout and his teammates greater ease to clear the Control Point.
  
*With the [[Crit-a-Cola]] equipped, a Scout can clear choke areas, including the Control point barn.  However, be aware that it also sets Scouts up for eased death; approach hoards with caution.
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*With the [[Crit-a-Cola]] equipped, a Scout can clear choke areas, including the Control point barn.  However, be aware that it also sets Scouts up for eased death; approach hordes with caution.
  
 
*The sheer speed of the Scout is excellent for clearing Snipers in tight sniping areas.  Use this to your advantage to eliminate any threats of Sniper attacks.
 
*The sheer speed of the Scout is excellent for clearing Snipers in tight sniping areas.  Use this to your advantage to eliminate any threats of Sniper attacks.

Revision as of 11:38, 3 September 2011

Community Harvest strategy
300px
Basic Information
Developer(s): Unknown
Map Info
Environment: Farmland
Setting: Daylight, sunny
Map Photos
Loading screen photos.

This article is about Community Harvest strategy.

General

  • The center shed provides more cover for attackers than defenders. Capturing the point is easiest with support from team members outside the shed.
  • Soldiers and Demomen can jump onto the roof of the center shed with rockets or stickies and attack from above.
  • Due to the center shed's roof being open, a variety of projectiles can be lobbed into the building (i.e. Mad Milk, Jarate, Grenades), allowing you to weaken the opposition.
  • Any class with 100% speed or higher can make the jump from your team's building to the middle shed and then on to the other team's building with practice. This is useful for ambushes.
  • The square shaped rooms in the main farmhouses ensure that there are many corner and blindspots for Spies; likewise, the corners and hiding spots in the farmhouses are great for Pyro ambushes.
  • Snipers like to stay in the upper levels of their team's farmhouses. If you happen to be in the area, take a moment to sweep the upper floor for enemy Snipers.
  • There is cover placed sporadically around the map, use it.

Leaderboard class scout.png Scout

  • Scouts can double-jump to the middle shed and then across to the other team's building. This can be useful if the ground-level area is highly contested. They can also triple jump from the raised ground the the roof.
  • When an enemy is on the Control Point, a Scout can use the Sandman to stun enemies. This will grant the Scout and his teammates greater ease to clear the Control Point.
  • With the Crit-a-Cola equipped, a Scout can clear choke areas, including the Control point barn. However, be aware that it also sets Scouts up for eased death; approach hordes with caution.
  • The sheer speed of the Scout is excellent for clearing Snipers in tight sniping areas. Use this to your advantage to eliminate any threats of Sniper attacks.

Leaderboard class soldier.png Soldier

  • While many parts of the map are open spaces, many spaces are also tight, indoor spaces. With the splash damage inflicted by Soldier Primaries, this is very advantageous.
  • Soldiers, along with Demomen, can use the Pain Train to cap the Control Point with twice the speed.
  • Soldiers can use the high firing-speed of the Direct Hit or the Liberty Launcher to quickly take out enemy Snipers that dwell in typical sniping locations.
  • With the Equalizer equipped, a Soldier can sneak into the chaos of a conflicting Control Point, and use the Kamikaze taunt to kill unsuspecting enemies en masse.
  • The Buff Banner is an imperative tool in ending Control Point conflicts. The Battalion's Backup is good for the opposite reason, as it can be used when defending the Control Point.

Leaderboard class pyro.png Pyro

  • Try using Flare Gun or the Detonator, as they can be extremely useful for killing the Snipers on the second floor.

Leaderboard class demoman.png Demoman

  • Demomen can jump on top of the middle buildings using a sticky jump and then drop bombs down onto the control point to kill the enemies quickly.

Leaderboard class heavy.png Heavy

Leaderboard class engineer.png Engineer

  • Try to create a Dispenser near the center shed. This will allow your team to keep the pressure on the control point.
  • Place a sentry on the roof of the farmhouse and use the Wrangler to provide support fire all over the battlefield.
  • The rapidly shifting battle field makes the Gunslinger an attractive proposition.

Leaderboard class medic.png Medic

  • Help Soldiers and Demomans, who wants to make a Rocket jump or Sticky jump.
  • If you want to go with Heavy, Soldier or Demoman, the better variant inter Medi Gun and Kritzkrieg is Medi Gun.

Leaderboard class sniper.png Sniper

  • The peaked roof of the farmhouse can provide cover for Snipers if they stand on the back of the roof and fire over it at the enemy, but this prevents them from firing at the area between the farmhouse and the center shed.
  • It is possible to get onto the roof on the main farmhouse by jumping through the windows on the upper level. This is great for Snipers because of the added cover.

Leaderboard class spy.png Spy

  • Spies are very effective on Harvest. Snipers in their team's respective farmhouse or near their team's shed are easy targets, and enemies that like to travel through the farmhouse to get to the point are as well.
  • The paths to the left of the farmhouse is usually less traveled.