User:Lolimsogreat21
Lolimsogreat21 | |
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Basic Information | |
Developer(s): | Unknown |
Map Info | |
Environment: | Desert |
Setting: | Daylight, sunny |
Map Photos | |
This article is about Community Gold Rush strategy.
Note:It is recommended that the reader first reads the Page about Goldrush in order for him/her get familiar with the names of many different locations on this map.
Contents
General (All Classes)
Stage A
Checkpoint 1
Blu strategy
- The Blu team has three exits to choose from in order to exit they're spawn: the left exit, the middle one, and the one on the right side. In general, its a good idea for the majority of the team to push out of the left exit since it provides minimal Sniper risk and puts the Blu team in a good position to immediately take the position out of they're spawn and push out to the edge of the cliff. Flanking classes such as Scout and Spy should take the right most exit since it gives them the ability to flank much of the Red team which will usually be positioned on the elevated tracks up the left side of the map.
- When the round begins the Blu team should aggressively push out of they're spawn from the left exit and try and take the space outside they're spawn and secure it as fast as possible. The Red team and they're Sentry guns will often be positioned on the elevated tracks on the left side of the map so the main focus of the Blu team should be to push the Red team of those elevated tracks by either taking a couple of Soldiers who will take the right exit out of spawn and spam out the Reds on the tracks or simply taking a Übercharged heavy or demo through the left exit and letting them destroy/kill everything on the tracks. After securing the elevated tracks, the Blu team can easily proceed to push to the edge of the cliff beneath which often lie more Red sentry nests and hostile enemies. However, since the Blu team is on top of the cliff and has Height advantage it can easily destroy and kill anything below the cliff thus paving the way for the Cart to be pushed through the small gap in the cliff.
- After destroying the defensive holdouts on the elevated tracks and beneath the cliff only one more common Red holdout remains, and that is the one in the hut. At first glance, the hut may seem like a good defensive position but it really isn't. It can be easily surrounded and the Red team members who are stuck inside can slowly be killed by spamming explosives from all directions or by simply taking a Übercharged Pyro or Soldier into the hut to kill and destroy everything in it while the rest of the Blu team is surrounding the hut preventing any Red stranglers from escaping. After the hut is cleared out, the Blu team may cap the first checkpoint and proceed to the tunnel.
Red strategy
- The Red strategy on the first point of Stage A is simple, don't overcommit and don't be afraid to retreat. The first point is extremely easy to lose and even if you try really hard, even an average team with any kind of problem solving skills will be able to overcome your defenses and capture the point. As a general rule of thump, as soon as the Blu team pushes out of spawn and starts peeking over cliff and threatening anything below it, you can safely conclude that the point is already lost and you should start considering your retreat. This is because when the Blu team takes control of the cliff the only remaining ˝viable˝ defensive holdout is the hut which, as discussed earlier is is a terrible defensive holdout. So, excluding the hut there is nothing else there to stop the Blu team for pushing the cart and capturing the point. The reason why the hut is so bad is because the hut doesn't actually stay in the way of the cart and the Blu team. It merely stays on the side of the map not defending anything significant, this allows the Blu team to easily push up to the area in front of the tunnel thus effectively cutting of the hut and anyone in it from the rest of the Red team and allowing Blu team to surround the hut and take there sweet time in clearing it out. So generally, as a Red team member, when the cliff is lost, stay in front of the tunnel and and be ready to retreat to the second point as soon as the Blu team makes and pushes to capture the point. Remember, its a lot better to save your life allowing yourself to organize a defense on second point which is a lot more easily defendable then to lose your life on first point for no reason.
Checkpoint 2
Blu strategy
- The Blu strategy for point two is really simple, take the attic. The attic is really important, simply because in order to reach the checkpoint 2, the cart needs to run right beneath the attic. This allows Red players who are up on the attic to easily bombard any Blu players below them who will be trying to push cart to the second checkpoint.
- Attic is often very well defended by Sentry guns and Red players and there is really only one way to get to the it for the Blu so taking it will almost always require an Übercharge. So, after capping first point, a small portion of the Blu players should stay on the left to push the cart through the tunnel while the majority of the Blu team accompanied by a Medic with full Über will make they're way up the small staircase in the middle and proceed to the the attic. The best way to clear out the attic is to take an Übercharged Demoman up in the attic to clear it out, but an Übercharged Heavy works too.
- After the attic is secured the Blu players can relatively easily push the cart from the tunnel to the final checkpoint on this stage now that they don't have to worry about someone attacking them from above.
Red strategy
- The Red strategy is also very simple, hold control of the attic. As discussed earlier the attic is very important as it does a good job of preventing the Blu team pushing the cart from the tunnel to the final. Luckly for the Red team, attic is pretty easily defendabble. Positioning some Sentry guns and Red players up there will make it hard for the Blu team to capture it without an Übercharge. However, once the Blu team has an Übercharge it is very easy for them to kill/destroy everything in the attic with a single Demoman duo to its cramped nature. So to prevent this from happening, a small group of Red players, consisting of a: Medic, Heavy and a Soldier or a Demoman, should stay below the attic right in front of the tunnel exit blocking the way for Blu players who will be making they're way from the first point to the attic in hopes of capturing it. If that small group of players makes them selves a big enough threat they can force the Blu Medic to use they're Übercharge to try and clear them out making the Blu team waste they're Über which could have been employed a lot better in clearing out the attic.
- If the attic is captured there isn't a lot the Red team can do to hold onto the final point except try and spam out the attic or retake it for them selves by using an Über of they're own.
Stage B
Checkpoint 1
Blu strategy
- On this stage, the Blu team has two ways to exit they're spawn. The left exit and the right exit. The left exit opens up flanking opportunity's for the Scouts and Spies to sneak under the house and get to the snipers ledge thus threatening the Sniper who will usually be positioned there. On the other hand the majority of the Blu team should push out of the right exit with an Übercharge allowing them selves to establish a small foothold outside of they're spawn for further advances.
- As the Blu team is pushing out of the right exit they should be looking to take over the watchtower. The watchtower is a group of elevated structures stretching on the right side of the map with a watchtower in the middle of them, this is where the majority of Red team members should be, and just like the attic on stage A, watchtower is very important since it gives the Red a height advantage over blue and a direct line of sight of the cart tracks allowing them to bombard the Blu members who will be trying to push the cart. So its imperative for the Blu to take over the watchtower before they can make any further advances. There is often a Sentry gun on the watchtower so the Blu should Über right out of the spawn and destroy the Sentry. After the sentry is destroyed and the Über fades away for the Blu team, Blu Soldiers and Demomen should Rocket jump and Sticky jump onto the watchtower and clear out remaining Red players who are up there now that the sentry is gone. Alternatively, the Blu team can choose to go out the left exit and spam out the Sentry gun from outside of this range and then go out of the right exit. This way, Blu Medics can save they're Über although this strategy takes more time and can be a lot more difficult.
- After the watchtower is secured the remaining Red defensive holdout is usually in the house on the left side of the map. However, just like the hut in stage A, the house can be easily surrounded and cleared out. Usually there is a Sentry gun positioned on the perch of the house but that sentry gun can be easily spammed out if the Blu team has control over the watchtower. Destroying this Sentry will usually push remaining defenders further in the house which is even more cramped then the hut and only has one exit allowing the Blu Demoman and Soldiers to spam out the house and destroy everything inside while the rest of the Blu team pushes the cart to the first control point.
Red strategy
- The Red strategy on this place revolves around holding the watchtower duo to its importance. So the majority of the Red team should be up on it with the sentry nests. After the Blu team Übers out of the right exit the sentry guns should be temporarily moved back while the Über is going so that the Blu Solders and Demomen who will be blast jumping onto the watchtower expecting that the Sentry got destroyed in the Über will be met with a surprise. Another power full thing the Red team can do is to Über right after the Blu Über fades away, preferably taking an Übered Pyro right to the the Blu spawn usually tempomarily spawn camping them. This wastes time for the Blu team and can even undo all the work the Blu Über achieved.
- Until the Blu gets another Über, the Red team should continue to stay up on the watchtower with only few exceptions, mainly Heavy and Scout and Pyro who should be playing below the watchtower on the cart tracks to either stop Übers, block the cart or just be another layer of defense.
- After the watchtower is lost the Red team can safely conclude that the point is lost and can start retreating to the second point since except the watchtower there is no other viable defensive holdouts and.
Checkpoint 2
Blu strategy
- We can start the strategy for the checkpoint 2 by first splitting the area leading to the checkpoint in two major areas. The choke area and the final area. The choke area is an area right outside the exit of the tunnel , it is defined by the walls of the battlements which are situated above the tunnel through which the cart passes and the main buildings which are situated right across the tunnel. The area in between the battlements and the main buildings is called the choke area. The final area is the area situated behind the main buildings and in between them and the Red spawn, you could say that the main buildings are in between the choke area and the finale area. The final area contains the last stretch of tracks leading to the second point while the choke area contains the tracks exiting the tunnel and leading to the final area.
- Now that we got that out of the way we can start talking about strategy. Since the choke area precedes the final area, the Blu team is obviously going to have to capture the choke area first. There are two ways to do this. Simply push right through the tunnel with the cart and capture the choke area that way. However, since the tunnel is very ˝chokey˝ and there are countless good sentry spots for Red engineers to set up in the choke area pushing through the tunnel is very dangerous and almost always requires an Über to execute a successful push, but this method is the quickest and the simplest one to do. However, if your team doesn't have a Medic with Über then the other method is a better option. The other method involves occupying the battlements (which should be a relatively easy task to do since the gates to the battlements don't open till the first point is capped meaning that there should be any Red team members up there) and then attacking the choke area from both the battlements and the tunnel. This way the Reds in the choke area are getting pummeled from the high ground of the battlements and the tunnel. This method of attack doesn't require an Über to successfully execute but it does take more time and some coordination to pull off.
- After capturing and securing the choke area the Blu team now needs to push in the finale area to capture the final checkpoint and win the stage B. The easiest and the quickest way to do this is to go in to the main buildings and jump out of the main buildings into the final area with an Übercharged Heavy who will practically land right on top of the two most common sentry spots allowing him to destroy them quickly and then mow down any Red players thus securing the final area and consequently the capture point. However, if the Blu team once again doesn't have an Übercharge, then the alternative way to win this area is to do a massive flank on the left. On the left side of the choke area there is a wide open area which leads right into final area. Majority of this area is outside the range of the most common sentry spots since sentries will usually be positioned on the right side of the map. This allows the Blu Soldiers to take this left flank and spam out the sentries allowing the remaining Blu team members to also start pushing in from the left overwhelming the defenders.
Red strategy
Class-specific strategy
Scout
- On offense, your most important job is to keep the cart moving. If you are not under fire, stand near the cart as much as possible. If you are under fire, you can keep it moving longer by hopping around the cart in circles, or take cover by crouching behind the cart. If you have teammates nearby, you can also hide behind them at times.
- Although you will be on linear maps, they still have multiple paths through each area. Use your speed to your advantage by popping out unexpectedly from side corridors while everyone's attention is on the track. Then you can either pick opponents off while they are not looking, or speed in and tag the cart in order to keep it from sliding back.
- Gold Rush is a Sniper heaven, but Scouts can easily circumvent the more open areas and close the distance between them and the Snipers.
- On offense and at the final checkpoint of the last stage, there is a pathway under the map to flank the enemy, use your speed to get behind the enemy and eliminate them while they are focused on your teammates with a few well placed shots.
- If your team does not have a Medic, Bonk! Atomic Punch is another way to distract a Sentry for a little while.
- Mad Milk can help your teammates when on either team with some extra health while in combat.
- Using the Force-A-Nature can push away enemies from the cart with ease and effectiveness. This also deals decent damage, making them think twice about rushing in as a Pyro.
Soldier
- You can use rocket jumps to get across the map and get to the cart faster, if you need to. (For example, during Overtime.) To save health while doing this, equip the Gunboats.
- It will help your team a lot if you use the Concheror, the Buff Banner, or the Battalion's Backup either while pushing or while holding off a push.
- While defending the second stage, it may be a good idea to wait up in the tower and, once setup's over, fire continuous rockets at their spawn. However, if you do this, watch your back for Spies.
Pyro
- Pyros should use their compression blast on both offense and defense to keep enemies away from the cart. Even pushing enemies away for a second can provide enough of a distraction that flanking teammates can finish them off.
- On BLU, Pyros should generally be near the cart, both helping with the push and checking for Spies. They can also use their compression blast to push RED Stickybombs out of dangerous spots.
- The Flare Gun or Detonator can be helpful in defending the choke point right after Stage A, Checkpoint 1. Long distance flare shots through the window will discourage BLU Snipers and Soldiers from camping on the second story platform accessed through the tunnel. The Manmelter well for spamming shots due to its unlimited ammo.
- On Stage 1, Point 1, there is a raised 'dune' on the right (BLU perspective) of the BLU spawn. You can get up their by using the rocks located near the cliff (See above), allowing for devastating ambushes as the attackers will not likely notice you.
- At least one RED Pyro should regularly Spy check the RED deck, the roof of the RED spawn, and the tunnel next to the RED spawn.
Demoman
- A Demoman on RED should use the Stickybomb Launcher on various checkpoints and on the Payload to stop further progression of the bomb. The Scottish Resistance is a good choice for area control in this situation.
- A Demoman on BLU should use the Chargin' Targe/Splendid Screen strategy to accumulate heads and help cap the Payload. An ÜberCharged Demoman can quickly destroy multiple Engineer nests with the Stickybomb Launcher. Watch out for airblasting Pyros.
Heavy
- Generally on BLU, just stay by the cart. That's where you are most needed. Don't worry about wasting ammo, as the cart acts as a moving level 1 Dispenser.
- A Heavy perched on top of the cart will function much like a Heavy by a Dispenser, but with the added bonus of staying on the front lines (and the problem of being on a higher perch). Be careful, as a skilled Sniper can easily headshot a slow moving, inattentive Heavy.
- A Heavy with the Brass Beast can stand in front of the cart. The cart will push the Heavy while shooting which is actually faster than walking with the Brass Beast.
- A BLU Heavy crouching behind the cart (preferably with the Fists of Steel) is very safe from Spies and out of sight for Sentry Guns when pushing along the narrow path in front of The Attic. This push can get the cart almost all the way to the finish.
- On RED, hide in the various alcoves by the cart for an ambush when people come near. Stay near a Dispenser and act as a human Sentry Gun, or buddy up with a Medic. If there are no Dispensers or Medics, bring the Sandvich with you and know where the ammo boxes are for prolonged combat. If you are not constantly moving, the Brass Beast might be a better choice if available.
- On Stage 2 as BLU, it may be a good idea to ignore the cart for a little bit and take the side route right out of setup. By doing this, you can destroy Sentry Guns before they become a problem to your team.
Engineer
- For both teams on the final stage, especially BLU, Teleporters are important as there are large distances to cover and for BLU team there are no forward spawn points. The ability to get your team to the front lines quickly can be a game-changing asset.
- On Stage 1, defensive Engineers can sentry jump to a small ledge overlooking most of the Payload track. Set up a Teleporter to get there and this will provide an impeccable position to attack approaching forces, especially with the Wrangler.
- One small note to make of this is to beware of telefrags from incoming Spies. Keep an eye on who's coming through your Teleporter!
- On the last stage, defensive Engineers can Sentry jump using the Wrangler to get on top of the archway just outside of RED's forward spawn. Once up there, you can setup Teleporters that allow you to get behind enemies while they are pushing the cart to Point B that is relatively more safe than the ground-based Teleporters.
- Dispensers can really help your teammates on both teams when placed around a corner, hiding behind an obstacle, or generally away from harm.
- On stage B and C you may want to set up a sentry outside your spawn guarding the exits, as red may push into your spawn once the gates open.
- On defense, on the last stage on the battlements overlooking the final point, it may be advantageous to place a Mini-Sentry in the corner of the ledge just to the left of the exit from the spawn below. Especially when combined with a Dispenser kept further back, it will deny BLU most of the final stretch and be hard to destroy. If it is destroyed, it can be replaced very quickly, making it very hard for BLU to get past. Pair this strategy with the Frontier Justice and the Pistol to swiftly build up revenge crits and pick off distant targets.
Medic
- Medics are almost the key to winning any push, or guaranteed to be a great help. The Medi Gun ÜberCharge can help destroy Engineer nests (preferably with a Demoman), the Kritzkrieg ÜberCharge can eliminate entire groups of enemies, and most importantly, healing is a great way to keep teammates alive while pushing the cart or defending.
- Communicating with your teammates is a good way to properly activate an ÜberCharge. A simple message can make all the difference when making a push, and can prevent losing a few seconds of a precious charge.
Sniper
- Use the advantage of long and narrow pathways to either prevent the cart from moving by killing the enemies pushing it; or, on offense, protect the cart from incoming enemies.
- Jarate can help defend the cart on RED by helping finish off large groups of enemies. The Sydney Sleeper is a good choice if the player is not good at head-shooting with the Jarate effect applied on hit and a faster charge rate for full-charged bodyshots.
- A RED Sniper can safely defend the Second Checkpoint on Stage A camping above the RED Spawn with the Razorback. Only Spies and other Snipers pose a serious threat up there.
Spy
- On each stage it's a good idea to take out Teleporters either on BLU or RED, as most stages in this map are very large and require a long time to get to the front lines for either team without a Teleporter. At the start of the stage, the priority target should be Engineer buildings.
- On BLU and at the final checkpoint of the last stage, there is a pathway under the map that leads behind the enemy, this is a very good path to take that puts you in a prime position for backstabbing the RED team.
- On RED and at the very first stage you can go through the building, onto the balcony, and onto a ledge that leads above and across the battlefield. This path can be useful for when the enemies have their area on lockdown.