Community Kong King strategy
Revision as of 04:59, 11 November 2012 by Stric Matic (talk | contribs) (→{{class link|Scout}}: expanded)
Community Kong King strategy | |
---|---|
Basic Information | |
Developer(s): | Unknown |
Map Info | |
Environment: | Urban |
Setting: | Night |
Map Photos | |
This article is for learning how to play more effectively on Kong King.
Contents
General (All Classes)
- This map is one of the widest King of the Hill maps in Team Fortress 2. Choose your route carefully and learn the various roaming and flanking possibilities.
- If possible, be creative and experiment when jumping around in different locations. The urban nature of the map offers a lot of unexpected jump opportunities, particularly when making use of the neon signs and other protruding map geometry.
- The capture point of Kong King is one of the few that can be accessed by two floor levels: upstairs (main approach) and downstairs. While defending the capture point, pay special attention to the lower level, since the most effective flanks are usually conducted from below.
Class-specific strategy
Scout
- As a Scout, you are one of the main roaming classes. Don't stick at the point for too long, but take advantage of the alternative routes the map offers to flank and take out unaware enemies.
- Medium/Long range weaponry is advised, like the Shortstop or the Flying Guillotine, which goes particularly well with the Sandman or when you are ambushing the bridges and/or the team-colored stairs.
- Kong King has many different routes to take. Use your speed and double-jumping to your advantage and get the first strike on an unsuspecting enemy.
- Mad Milk can be very useful on enemies who are trying to capture as it allows your team to regenerate health while defending.
- The far left entrance to the enemy's side of the map can be used to circle all the way around to the enemy's spawn - often unnoticed, especially if you take the below route past the control point. While this maneuver can be pulled off by any class, the Scout's speed makes him especially effective at it. You can take out their teleporters or surprise an enemy coming out of spawn, then zoom away before the other team can react.
- As enemy Engineers will often deploy Mini-sentries on the ground level of the central area around the point, it is advisable to use the path below it to stay out of their line of fire as much as possible.
Soldier
- A roaming Soldier is not useful enough on this map. Instead, cover up the the opposing team's stairs and corridor, along with helping people capturing/defending the point.
- If you like rocket jumping, jump at the top of the Pagoda's Roof and start raining down rockets from there. You can see the whole upper level and you can proceed to picking off key targets, such as Sentry Guns.
- The Black Box can prove to be useful due to the low amount of health packs on the map.
Pyro
- You probably have the best flanking opportunities on this map. Either downstairs or in any of the corridors, any flamethrower will be lethal and hard to counter.
- When standing on the point, do the usual spycheck and perform a continous back and forth going down to one team's lower level, then up, then down again to the other team's downstairs. This will heavily hinder the flanking capabilities of the other team and make you quite hard to catch due to the vertical movement. In case you get injured, both of these sides offer a medium health pack at the middle of the downstairs tunnel.
Demoman
- The corner-ish nature of the Cap is perfect for hiding sticky traps. Consider using the Scottish Resistance for a better defense.
- Another place to hide a good sticky trap is behind the corner of the enemy's corridor after their bridge.
- The Demoman's sticky jump ability can allow him to jump over the side fences to surprise the enemy.
- The Splendid Screen/Chargin' Targe and Persian Persuader can be used to navigate the map quickly and acquire hit and run attacks on the enemy.
Heavy
- If your team is short of Teleporters the Gloves of Running Urgently are vital in this map.
- While to the wide open nature of the map, your job on defending the point will be harder, especially because the cap can be attacked by four sides.
- Try to run in circle around the upper level and pay special attention to the corridor and the stairs, as the players that will go to these narrow routes will have quite the hard time on dodging your bullets.
- This map has a lot of blind spots, for a valuable player like a Heavy, it'd be wise to be cautious of Spies.
- The low amount of health packs can be devastating to a team if there are no Medics available. Take your Sandvich with you for that extra bit of survivability.
Engineer
- Teleporters are vital. Two good hiding spots for the exit are behind the wall in front of the main stairs that preceeds the pit to the lower level and between the bridge and the tunnel. There is a special ledge right before the tunnel that you can reach by jumping on the left side of the bridge which will do particularly well as a place to hide the exit.
- If you're using the Gunslinger, you can either hide your Mini-Sentry behind a corner of the cap or just put it in front of the enemy's corridor. Be prepared though, because as usual it will be destroyed quite often.
- If you want to use the regular wrenches, remember that a safe spot does not exist, but there are still some points that could cause major disruption if you happen to land a level 3 sentry there:
- Crouch Jump on the wall before the pit, then reach the small warehouse and put your sentry up there. It will be quite visible and you need to be fast, but it will be quite hard to dodge as it will cover a large portion of the upper area.
- The most common placement, however, will be at the lower level, where the sentry will be able to fire at the capture point while being downstairs. While it can be defended more effectively, you won't be able to cover the whole cap and there are edging possibilities.
- The stairways from either spawn to the control point make for excellent Sentry Gun spots. If equipped with the Gunslinger, this can be used to provide quick supporting fire very easily.
- If your Mini-Sentry is destroyed near you, place another one down straight away for a few more seconds to escape. Or Shotgun them to death while they are distracted again.
- The Jag is useful at the beginning of a round to get the edge on the enemy team when constructing a level 3 Sentry Gun.
- Place a Dispenser behind the roof entrance of the control point room to aid your team without it being in clear view.
Medic
- Medic play the usual pocket role on this map, stay near Heavies, Soldiers or Demomen and watch your back to counter flankings accordingly. Tell your pocket to watch the entrances as described above.
- If your patient wants to camp the spawn, be aware that it has three different exits and usually it's a lousy strategy.
- Due to the general spam that happens on the main area, using the Quick-Fix is not advised.
- Even if the area around the cap is wide, the cap itself is quite narrow on its movement possibilities. Consider the Crusader's Crossbow in order to randomly damage enemies/heal allies fighting on or around it.
- Using the Quick-Fix on offense can be excellent as you can keep your teammates protected whilst still being able to capture.
- Low health packs on the map means more enemies running around on low health. Announce the health of the enemy team to your teammates if you have the Solemn Vow equipped.
- Low health packs on the map and their placements also mean that you likely have to provide another ways to restore your health like standing near the Dispenser or asking a friendly Heavy to share his sandwich. Also you can fall back to spawn considering its nearest placement to battlements.
- Use the Kritzkrieg on defense or offense while paired up with a friendly Soldier or Heavy to clear the capture point quickly and save the team.
- There are only a few long sight lines on the map. Take advantage of these by healing teammates/shooting enemies with the Crusader's Crossbow.
Sniper
- Even if this map is wide, you'll rarely have a clear shot due to the walls, signs and roofs that characterize the main area. Change your position frequently and be prepared to fight close-quarters enemies. Using the Machina or the Cozy Camper is not advised.
- If you use any Sniper Rifle, you can either stand on the furthermost corners of the main area and pick off targets from there, or go downstairs and shoot down attacking players from below. If you feel like roaming a bit more, you can
- As always, the Jarate is particularly effective when thrown on the control point when full of enemies and it's one of the best supportive plans to follow on this map. You can also play a denial role if you choose to fire a bunch of Huntsman arrows on the capture point.
Spy
- As a Spy, your role is to stay on the enemy side of the map, sap buildings (lack of Teleporters will significantly slow the enemy down) and start picking lone players that will then walk from the spawn to the capture point. Using the Saharan Spy set (or just Your Eternal Reward) with the Cloak and Dagger could be quite effective in order to achieve this task undetected.
- Even if taking over the control point could be difficult because it doesn't offer many backstab opportunities (you can try to sneak behind the stairs, but expect those sides to be watched), you can still manage to get Ambassador headshots on Snipers and other standing players from the corners of the higher level.
- Announce to your team which enemies are on low health. Most players would be stuck on low health due to the low amount of health packs.