Difference between revisions of "Community Upward strategy"
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− | *'''RED''': Save your first blood kill by lurking upstairs above at the health pack. You have a perfect view towards the BLU middle base gate, the closest one to the payload. Head-hunting is simple and you can also use the Machina's shoot-through-feature. But watch out for enemy snipers. You canteam up with an engineer: He can build a dispenser near you behind the walls, as well as teleporters for your shortcutting and a sentry to cover your whole team's back. Have fun with infinite ammo and health, otherwise jump down to the left for ammo or take the stairs down to health. | + | *'''RED''': Save your first blood kill by lurking upstairs above at the health pack. You have a perfect view towards the BLU middle base gate, the closest one to the payload. Head-hunting is simple and you can also use the [[Machina]]'s shoot-through-feature. But watch out for enemy snipers. You canteam up with an engineer: He can build a dispenser near you behind the walls, as well as teleporters for your shortcutting and a sentry to cover your whole team's back. Have fun with infinite ammo and health, otherwise jump down to the left for ammo or take the stairs down to health. |
*As soon as you have to give up the first control point, snipers should go back to the rocks / the little wall (area above the tunnel). Aiming without any cover will make it easy for BLU snipers on their base's roof to kill you. (to be continued soon) | *As soon as you have to give up the first control point, snipers should go back to the rocks / the little wall (area above the tunnel). Aiming without any cover will make it easy for BLU snipers on their base's roof to kill you. (to be continued soon) | ||
Revision as of 11:08, 7 October 2011
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Community Upward strategy | |
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Basic Information | |
Developer(s): | Unknown |
Map Photos | |
This article is about Community Upward strategy.
Contents
General (All Classes)
Class-specific strategy
Scout
- Once Pyros make your team spread right before saving the first control point Mad Milk for deleting mates and indirectly heal yourself during attacks is a better choice than the default Pistol or the Winger in those close and medium attacking range area.
Soldier
Pyro
- Due to the abundance of open cliffs, it is suggested that Pyros use the Degreaser's compression blast to knock high value targets like Heavies and Scouts of the map. This is quick and effective and is helpful to give your teamates more time to setup defenses.
Demoman
- Due to the high amount of Sentry Gun positions on this map, the default Stickybomb Launcher or Scottish Resistance are the best choices.
- Some Engineers' nests are placed to your team's flank so bouncing projectiles by the Grenade Launcher are necessary. The first example on this map is the place right at the first medium health package close at the first control point.
Heavy
Engineer
- There are many very effective Sentry Gun positions on this map that you may take advantage of. This is especially so just before each capture point, as there are usually blind corners or the spawn room nearby.
Medic
- While defending (this could apply to offense also) the underground between the first and second checkpoints, be sure to watch your and your patient's back. This is because in the underground, there are many secluded positions and corners where it would be easy for a Spy to sneak up on you.
Sniper
- RED: Save your first blood kill by lurking upstairs above at the health pack. You have a perfect view towards the BLU middle base gate, the closest one to the payload. Head-hunting is simple and you can also use the Machina's shoot-through-feature. But watch out for enemy snipers. You canteam up with an engineer: He can build a dispenser near you behind the walls, as well as teleporters for your shortcutting and a sentry to cover your whole team's back. Have fun with infinite ammo and health, otherwise jump down to the left for ammo or take the stairs down to health.
- As soon as you have to give up the first control point, snipers should go back to the rocks / the little wall (area above the tunnel). Aiming without any cover will make it easy for BLU snipers on their base's roof to kill you. (to be continued soon)
- BLU: See above: Your first job will be to take out the snipers trying to shoot your pushing mates. Also it is possible to take out players coming up the wooden path (small route) or the middle way. As soon as your mates have taken the first control point you should climb up onto your base's roof and spot enemies crossing the tunnel area from above. It may take a while and depend to the situation to find the best position. With your back touching the wall it is impossible for spies to backstab you. (to be continued soon)
Spy
- Take advantage of the many side routes in this map. Because people travel these much less than the main route, it is much safer and more surprising to the enemy team.
- On defense, the best time to attack the enemies on the cart is when they're all focused on something else. Wait for an opportunity, and then attack.
- A good place on defense to be during setup is on the roof of the building by BLU spawn. You can jump down when the gates open, and perform a leaping stab on the enemies below.
- On offense, it is best for your team if you do anything it takes to take out Sentry nests. You may die often, but you will be thanked by your team.