Chokepoint
“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. |
Chokepoint is a strategy term that refers to any enclosed space, corridor, or area where large numbers of players are forced to pass through, with no alternate routes. Typically, a chokepoint will be preceded by open spaces. For example, a narrow corridor or doorway may be known as a chokepoint if it connects to a wide open area. Chokepoints are important elements to consider strategically, as it enables the player to ambush an area more effectively due to the nature of a chokepoint's closed space, and is prone to contain explosive spam and area denial tactics.
In Team Fortress 2, many maps vary between tight and wide open spaces in order to provide proper balance to all classes and teams, depending on the map that is played on. Common chokepoint placement on maps in the game include turns and bends of the track path in Payload maps, and between capture points on Control Point maps. They are also seen as narrow corridors that are present in many other maps, such as attack and defend maps, such as Dustbowl.
Choke point examples:
2Fort base entrances
- Goldrush11tunnel.jpg
Gold Rush, Stage A, The Tunnel
- Goldrush22choke.jpg
Gold Rush, Stage B, Chokepoint preceding Checkpoint 2
- Goldrush3c.jpg
Gold Rush, Stage C
Class Advantages
A Pyro is able to wait outside where a chokepoint may be present for enemies to pass within the short range of the Flamethrower, and be able to dish out large amounts of damage/.
A Heavy will be able to stand in a doorway or entrance whilst firing his Minigun to surprise and bewilder enemies, especially around corners and obstacles.
A Spy could also utilise these areas by waiting for an enemy to pass through, and follow up with a lethal Backstab for precision elimination. Be careful not to go through narrow chokepoints that won't fit two people side-by-side.
A Sniper does not really benefit in chockpoints other than lining up enemies into a tighter area.
A Soldier can spam rockets without worrying too much about accuracy due to splash damage. This also makes juggling easier if you are going for accuracy.
A Medic doesn't have too much of an advantage, mist classes will be able to outmatch the Syringe Gun in terms of DPS.
A Scout and a Demoman don't have many advantages here but the Demoman may use his Grenade Launcher to a greater extent.
An Engineer can focus his Sentry Gun for superb area control but it is only one corridor so there aren't many uses for it.