Difference between revisions of "Community Upward strategy"
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==General (All Classes)== | ==General (All Classes)== | ||
− | *It is essential to observe all the many alternative routes. | + | *It is essential to observe all the many alternative routes, keeping away from the highly travelled ones if necessary. |
*Don't jump against the wooden bearing in the tunnel, otherwise you and players doing alike can get stuck (clipping fault). | *Don't jump against the wooden bearing in the tunnel, otherwise you and players doing alike can get stuck (clipping fault). | ||
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==={{class link|scout}}=== | ==={{class link|scout}}=== | ||
− | *On offense, | + | *On offense, if RED Pyros force your team to split up right before saving the first control point, [[Mad Milk]] could extinguish your teammates. Mad Milk is more useful at this very map than the default [[Pistol]] or the [[Winger]] due to the close to medium attacking range area. |
==={{class link|soldier}}=== | ==={{class link|soldier}}=== | ||
* Once it is likely you will face enemies' Sentry Guns, the [[Cow Mangler 5000]] with its drawback is a bad choice for attacking them. Use the other launchers to fire and hide to get the buildings down. | * Once it is likely you will face enemies' Sentry Guns, the [[Cow Mangler 5000]] with its drawback is a bad choice for attacking them. Use the other launchers to fire and hide to get the buildings down. | ||
− | * '''Secondary weapon''': Soldiers can't | + | * '''Secondary weapon''': Soldiers can't rocket-jump very often thanks to the map design, so instead use the [[Reserve Shooter]] against mid-air enemies or battle banners ([[Battalion's Backup]], [[Buff Banner]], [[Concheror]]) instead of the [[Mantreads]] or [[Gunboats]]. |
==={{class link|pyro}}=== | ==={{class link|pyro}}=== | ||
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==={{class link|heavy}}=== | ==={{class link|heavy}}=== | ||
− | * The map contains many | + | * The map contains many spots where Heavies can hide quite easily. The [[Tomislav]] with it's fast spin-up time can make surprise attacks easy, whereas the [[Brass Beast]] with it's slow spin up time, would prevent any surprise attacks. |
− | * Call Medics to get | + | * Call Medics to give you the übercharge or get a buff, than concentrate on waves of enemies and enemies' buildings which are problematic for your team's push. |
==={{class link|engineer}}=== | ==={{class link|engineer}}=== | ||
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==={{class link|medic}}=== | ==={{class link|medic}}=== | ||
* Watch your and your [[Medic Buddy]] back in the underground section of the map between the first and second checkpoints. This is as in the underground section of the map, there are many secluded positions and corners where it would be easy for a [[Spy]] to sneak up on you. | * Watch your and your [[Medic Buddy]] back in the underground section of the map between the first and second checkpoints. This is as in the underground section of the map, there are many secluded positions and corners where it would be easy for a [[Spy]] to sneak up on you. | ||
− | * The map | + | * The map hardly offers plain areas for easy aiming and healing with the [[Crusader's Crossbow]], thus concentrate on healing with the default [[Medi Gun]]. |
− | * The [[Kritzkrieg]]'s type of [[ÜberCharge]] isn't useful for destroying the many buildings your enemies will set up: [[Crits]] have no | + | * The [[Kritzkrieg]]'s type of [[ÜberCharge]] isn't useful for destroying the many buildings your enemies will set up: [[Crits]] have no Critical Damage against buildings so rather charge the default [[Medi Gun]] for invincibility. |
==={{class link|sniper}}=== | ==={{class link|sniper}}=== | ||
− | *On defense, | + | *On Offense, 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 depending on the situation to find the best position. With your back touching the wall it is impossible for Spies to backstab you. |
+ | *On defense, get your first 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 Cart. Searching for targets would be simple and you can also use the [[Machina]]'s penetrating feature to hit multiple targets. Watch out for enemy Snipers who may kill you. You can team up with an engineer: He can build a Dispenser near you behind the walls, as well as Teleporters for you to get to the location fast and a sentry to cover your whole team's back. If needed, jump down to the left for ammo or take the stairs down for 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. | *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. | ||
− | |||
==={{class link|spy}}=== | ==={{class link|spy}}=== |
Revision as of 05:25, 8 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)
- It is essential to observe all the many alternative routes, keeping away from the highly travelled ones if necessary.
- Don't jump against the wooden bearing in the tunnel, otherwise you and players doing alike can get stuck (clipping fault).
Class-specific strategy
Scout
- On offense, if RED Pyros force your team to split up right before saving the first control point, Mad Milk could extinguish your teammates. Mad Milk is more useful at this very map than the default Pistol or the Winger due to the close to medium attacking range area.
Soldier
- Once it is likely you will face enemies' Sentry Guns, the Cow Mangler 5000 with its drawback is a bad choice for attacking them. Use the other launchers to fire and hide to get the buildings down.
- Secondary weapon: Soldiers can't rocket-jump very often thanks to the map design, so instead use the Reserve Shooter against mid-air enemies or battle banners (Battalion's Backup, Buff Banner, Concheror) instead of the Mantreads or Gunboats.
Pyro
- Due to the abundance of open cliffs, it is suggested that Pyros use the default Flamethrower's or the Degreaser's compression blast to knock high value targets like Heavies and Scouts off the map. This is quick and effective and is helpful to give your teamates more time to setup defenses. The Back Burner's drawback prevents this many blasts due to higher costs.
Demoman
- Due to the high amount of good Sentry Gun locations on this map, the default Stickybomb Launcher is the best choice.
- Some Engineers' nests are placed to your team's flank so bouncing projectiles using the Grenade Launcher are necessary. The first example on this map is the place right at the first medium health pickup close at the first control point.
Heavy
- The map contains many spots where Heavies can hide quite easily. The Tomislav with it's fast spin-up time can make surprise attacks easy, whereas the Brass Beast with it's slow spin up time, would prevent any surprise attacks.
- Call Medics to give you the übercharge or get a buff, than concentrate on waves of enemies and enemies' buildings which are problematic for your team's push.
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
- Watch your and your Medic Buddy back in the underground section of the map between the first and second checkpoints. This is as in the underground section of the map, there are many secluded positions and corners where it would be easy for a Spy to sneak up on you.
- The map hardly offers plain areas for easy aiming and healing with the Crusader's Crossbow, thus concentrate on healing with the default Medi Gun.
- The Kritzkrieg's type of ÜberCharge isn't useful for destroying the many buildings your enemies will set up: Crits have no Critical Damage against buildings so rather charge the default Medi Gun for invincibility.
Sniper
- On Offense, 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 depending on the situation to find the best position. With your back touching the wall it is impossible for Spies to backstab you.
- On defense, get your first 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 Cart. Searching for targets would be simple and you can also use the Machina's penetrating feature to hit multiple targets. Watch out for enemy Snipers who may kill you. You can team up with an engineer: He can build a Dispenser near you behind the walls, as well as Teleporters for you to get to the location fast and a sentry to cover your whole team's back. If needed, jump down to the left for ammo or take the stairs down for 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.
Spy
- Take advantage of the many side routes in this map. As people travel these much less on these than the main route, it is much safer not being caught in the crossfire.
- 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 jump stab on the enemies below.