Community Bigrock strategy

From Team Fortress Wiki
Revision as of 13:32, 22 April 2013 by Kalle198 (talk | contribs) (Return of grammar fixing)
Jump to: navigation, search
Community Bigrock strategy
Mvm bigrock.png
Basic Information
Developer(s): Unknown
Map Info
Environment: Desert
Setting: Day, sunny
Hazards: Pits
Map Photos
Loading screen photos.

This article is about Community Bigrock strategy.

General (All Classes)

  • Resistance is an ideal upgrade to go with, as there's a lot of Crit Robots and Giants.
  • Teamwork is a MUST, without teamwork, you'll most likely always fail.
  • When an Engineer bot comes into the map, quickly destroy and kill it, and its nest. Teleporters can bring robots closer to the bomb and hatch, and the Teleporter can even teleport Giants.
  • If you're having a hard time trying to stay alive and the Dispensers or Medics (if there are any on your team) are not healing that fast to save you from being killed, buy "Health on Kill" Upgrades.
    • Pairing this upgrade with Resistance will make you useful to your team, as you can act like a tank to them, taking a lot of damage and gaining it back.

Class-specific strategy

Leaderboard class scout.png Scout

  • As theres not much space in this map, a Scout can easily collect the cash due to the fact it'll not be so spread out much.
  • It is wise for a Scout to get resistance around to it's max, as the map does have alot of bullets, bombs and etc. firing out, if the Scout doesn't have much resistance on them, it'll be hard for them to collect the cash to help the team.

Leaderboard class soldier.png Soldier

  • Along with a Demoman, a Soldier is good for dealing with Engineer bots, so your rockets can go fast and deal good amounts of damage.
  • It's best to get faster reload speed and faster firing Speed, as there's alot of robots, you want to help out and take out as many as quickly as possible.
  • The Righteous bison can be useful in the chokepoint at the end of the cave, due to the fact the Righteous bison's projectile penetrates, it can deal a bit of damage to them, or alot if done behind the robots, as it'll follow them, dealing rather large amounts of damage.

Leaderboard class pyro.png Pyro

  • There is one spot where the bomb can be reset, it's best if the Pyro tries to push the bomb carrier down the gap in the fence in the mine, as it may not be a long reset, it can buy your team some time if the robots have broke out of the mine.
  • Even though there's only 1 reset spot, there is a few spots to airblast the bomb carrier into to buy the team some time, such as the gap under the bridge near the hatch.
  • Phlogistinator can be very useful vs. Tanks, as a Pyro with the phlog alone can easily destroy a tank by themselves, this can be rather helpful to the team, as the team to focus on the robots while the phlog Pyro takes care of the tank, but when low on ammo, the phlog Pyro will be useless, make sure to have Big pool of ammo on your Phlogistinator and pin point where big ammo packs/Dispensers are nearby.

Leaderboard class demoman.png Demoman

  • It's wise to set up sticky traps at the chokepoint past the mine, as there is no alternative path for the robots.
  • Since Engineer robots build a sentry to guard their Teleporters, you are one of the best classes to destroy the nest.

Leaderboard class heavy.png Heavy

  • Since there's going to be tons of robots, projectile penetration will be very useful to help out damage more robots without using up more ammo.
    • This would also pair well with the rage knockback, as you'll be outputting alot of damage, you'll be able to push back the bomb carrier, which is useful if the bomb carrier is at the hatch, or near the pits. but don't be sfraid to use it at anytime, as pushing the bomb will always help your team.

Leaderboard class engineer.png Engineer

  • Build your sentry gun on the rocks of the left corner (player perspective) near the entrance. Build the dispenser behind the wire mesh. You can also crouch and get protection from the rocks while fixing your sentry gun.
    • You can build a disposable sentry gun on the small rock directly facing the entrance. There is a low wire mesh bulkhead that can be used as protection.
  • Teleporter exit can be build behind the wire mesh of the entrance of the tunnel. That is usually a main battlefield.

Leaderboard class medic.png Medic

  • With tons of robots around, a Medic is best to use the stock medi gun with crit canteens to use on their team-mates, this increases the chance of survival,
    • You can also do this with the kritzkrieg and uber Canteens.
  • With resistance of your own, you'll be able have a higher survival rate allowing you to make sure you can heal your team-mates to raise their survival too.
  • Be careful when there is Spy bots about, you could end up healing a Spy bot who you think is your team-mate, Always be sure to Spy-check but healing, Talk to your team when the Spy bots enter.

Leaderboard class sniper.png Sniper

  • Make sure you use the long stretches of land to your advantage. Use the Sydney Sleeper and upgrade reload and recharge speed for best use.
  • With the chokepoint, a Sniper with projectile penetration upgrade on their weapon, they can easily take out alot of robots at once, even more with the explosive headshots.
  • Snipers can be useful for taking out Engineer bots, as Snipers can deal with them from afar,
    • The Sniper can take out the sentry and allow the team-mates to clean up the rest of the Engineer bot's nest.

Leaderboard class spy.png Spy

  • With an upgraded sapper, a Spy can sap most of the robots that come in as a giant pack, even if you get killed, the sapped robots can't do much until the sapper pops off them, this allows for your team-mates to quickly destroy them,
    • Even though giants don't get disabled when Sapped, they do get slowed down, which can be very helpful to the team.
  • Sapping Engineer buildings isn't as easy as you'd think, because your Sapper still has to recharge when sapping buildings. Buying ammo refill canteens can circumvent this, as using them recharges your sapper instantly, meaning with two canteens used, you can sap an Engineer bot, his sentry and his teleporter.
    • It should be noted that sapping an Engineer bot's teleporter does not disable it, and if you're nervous about it teleporting in more robots before it is destroyed, consider taking cover and shooting it with your Revolver in combination with your Sapper, in order to take it down quickly.