Difference between revisions of "Community Hoodoo strategy"
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==General== | ==General== | ||
− | + | ==Class-Specific Strategy== | |
− | =={{Class link|Scout}}== | + | ==={{Class link|Scout}}=== |
* On offense, it is best to have a [[Bonk! Atomic Punch]] to get as deep as you can into the enemy's defenses. From there, try to kill easy enemies exiting their base. | * On offense, it is best to have a [[Bonk! Atomic Punch]] to get as deep as you can into the enemy's defenses. From there, try to kill easy enemies exiting their base. | ||
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* On defense, [[Bonk! Atomic Punch]] is helpful for getting the enemy's attention, especially those who are Übercharged, to help your team gain an advantage. | * On defense, [[Bonk! Atomic Punch]] is helpful for getting the enemy's attention, especially those who are Übercharged, to help your team gain an advantage. | ||
− | =={{Class link|Soldier}}== | + | ==={{Class link|Soldier}}=== |
* On offense, it is useful to stick to the people who are pushing the cart. Spamming rockets into [[Engineer]] nests to destroy their Sentry Guns to help your team make an offensive push. | * On offense, it is useful to stick to the people who are pushing the cart. Spamming rockets into [[Engineer]] nests to destroy their Sentry Guns to help your team make an offensive push. | ||
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* On defense, your rockets are very good at completely clearing a group of enemies crowding to push the cart. | * On defense, your rockets are very good at completely clearing a group of enemies crowding to push the cart. | ||
− | =={{Class link|Pyro}}== | + | ==={{Class link|Pyro}}=== |
* On offense, always Spy-check around the cart to prevent the Spy from halting the cart. | * On offense, always Spy-check around the cart to prevent the Spy from halting the cart. | ||
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* On defense, your Flamethrower can clear the entire cart of enemies, you can also break up Übercharges with your airblast. | * On defense, your Flamethrower can clear the entire cart of enemies, you can also break up Übercharges with your airblast. | ||
− | =={{Class link|Demoman}}== | + | ==={{Class link|Demoman}}=== |
− | =={{Class link|Heavy}}== | + | ==={{Class link|Heavy}}=== |
* On offense, you can literally ride the cart by [[jumping|crouch jumping]] while shooting your [[Minigun]], allowing you to focus 100% on the enemies you're fighting. | * On offense, you can literally ride the cart by [[jumping|crouch jumping]] while shooting your [[Minigun]], allowing you to focus 100% on the enemies you're fighting. | ||
*Remember to attack from unexpected angles. Nothing throws enemies off like a Heavy suddenly behind them. | *Remember to attack from unexpected angles. Nothing throws enemies off like a Heavy suddenly behind them. | ||
− | =={{Class link|Engineer}}== | + | ==={{Class link|Engineer}}=== |
*The ledge at the beginning of the tight passage is an excellent [[Engineer]] spot for BLU players. With an influx of reinforcement you can stall the enemy for quite some time. | *The ledge at the beginning of the tight passage is an excellent [[Engineer]] spot for BLU players. With an influx of reinforcement you can stall the enemy for quite some time. | ||
− | =={{Class link|Medic}}== | + | ==={{Class link|Medic}}=== |
* On offense, try using the normal [[Medi Gun]] for its invulnerable Übercharge to charge into the enemy's defense and destroy it. | * On offense, try using the normal [[Medi Gun]] for its invulnerable Übercharge to charge into the enemy's defense and destroy it. | ||
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* If you are the only Medic on the team, the [[Quick-Fix]] is more useful, due to its rapid healing and Übercharging rate. | * If you are the only Medic on the team, the [[Quick-Fix]] is more useful, due to its rapid healing and Übercharging rate. | ||
− | =={{Class link|Sniper}}== | + | ==={{Class link|Sniper}}=== |
− | =={{Class link|Spy}}== | + | ==={{Class link|Spy}}=== |
* Spies can play a crucial role at the final stage for RED, eliminating Snipers in waiting, or taking down Sentry Guns. However, it is difficult to hide as this section of the map is very small. | * Spies can play a crucial role at the final stage for RED, eliminating Snipers in waiting, or taking down Sentry Guns. However, it is difficult to hide as this section of the map is very small. | ||
<br> | <br> | ||
{{Map strategy}} | {{Map strategy}} |
Revision as of 05:53, 25 September 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 Hoodoo strategy | |
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300px | |
Basic Information | |
Developer(s): | Unknown |
Map Info | |
Environment: | Desert |
Setting: | Daylight, sunny |
Map Photos | |
This article is about Community Hoodoo strategy.
Contents
General
Class-Specific Strategy
Scout
- On offense, it is best to have a Bonk! Atomic Punch to get as deep as you can into the enemy's defenses. From there, try to kill easy enemies exiting their base.
- On offense, be quick and try to flank the enemy as much as possible. When sticking to Heavies or Soldiers, help them by scouting ahead for Sentry Guns or an ambush.
- On defense, Bonk! Atomic Punch is helpful for getting the enemy's attention, especially those who are Übercharged, to help your team gain an advantage.
Soldier
- On offense, it is useful to stick to the people who are pushing the cart. Spamming rockets into Engineer nests to destroy their Sentry Guns to help your team make an offensive push.
- On offense, rocket jumping across the map for mobility and flanking will aid an offensive push.
- On defense, your rockets are very good at completely clearing a group of enemies crowding to push the cart.
Pyro
- On offense, always Spy-check around the cart to prevent the Spy from halting the cart.
- On offense, you are great at hit-and-run in this map as there are no water sources.
- On defense, your Flamethrower can clear the entire cart of enemies, you can also break up Übercharges with your airblast.
Demoman
Heavy
- On offense, you can literally ride the cart by crouch jumping while shooting your Minigun, allowing you to focus 100% on the enemies you're fighting.
- Remember to attack from unexpected angles. Nothing throws enemies off like a Heavy suddenly behind them.
Engineer
- The ledge at the beginning of the tight passage is an excellent Engineer spot for BLU players. With an influx of reinforcement you can stall the enemy for quite some time.
Medic
- On offense, try using the normal Medi Gun for its invulnerable Übercharge to charge into the enemy's defense and destroy it.
- On defense, the Übercharge from a Kritzkrieg will effectively help in clearing the cart of enemies.
- If you are the only Medic on the team, the Quick-Fix is more useful, due to its rapid healing and Übercharging rate.
Sniper
Spy
- Spies can play a crucial role at the final stage for RED, eliminating Snipers in waiting, or taking down Sentry Guns. However, it is difficult to hide as this section of the map is very small.