Community Badwater Basin strategy
Community Badwater Basin strategy | |
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300px | |
Basic Information | |
Developer(s): | Unknown |
Map Info | |
Environment: | Desert |
Setting: | Daylight, sunny |
Map Photos | |
Scout
General
- Badwater Basin is very open on the first two points, but is significantly less so on the last two. This makes the Scout a much less effective choice on these later points. The front lines are a dangerous place for a class with as little health as the Scout.
- The first area and the courtyard behind the roof are paradise for Scouts, as they offer a large range of cover to hide behind, wide open spaces to dominate single enemies, and large heights to ambush from.
- The third point is usually a highly contested area, especially at the lowest part of the valley. The Scout is not likely to survive a direct assault.
Offense
- If the tunnel is unguarded, it is a direct, safe route behind the enemy team. Otherwise, use Bonk! to slip by any defenses.
- The last point is generally the least open to BLU Scouts because it will be heavily defended, presumably with at least one Sentry Gun and numerous enemies. Aside from the stairs going to the ground floor and the upper balconies, there are few places a BLU Scout can travel safely.
- It is possible to double jump from the window room to RED's spawn via the right corridors and windows, allowing the Scout to harass enemy Snipers who may be preventing the final push.
Defense
- The Sandman is very easy to aim in the tunnel. Stunned opponents will not have any cover to hide behind either, making them easy kills.
- The courtyard behind the roof is good for defending Scouts, as it allows them to flank the attacking team and get behind them as they push up the front stairs.
- The side room by the third point is very useful for sneaking behind BLU as they push away from the second point.
- The Sandman may also help when the BLU team attempts to push through the main chokepoint down the ramp, as it will pin them down so they can be sniped or killed easily.
- On the last point, the best thing a Scout can do is to prevent BLU from setting up behind the Sniper hut, and use this area to flank them and stall for time so RED can prepare ÜberCharges or build up their defenses.
Soldier
General
- Rocket jump to higher ground to ensure greater control over the cliffs.
- Rockets fired down the tunnel prevent enemies from blocking the way, and deal splash damage to Sentry Guns and Spies hiding around the tunnel's corners.
- Rockets fired off the roof are a powerful force for clearing the second point. Don't let the enemy team control it.
- The last point is a great place for the Direct Hit on either team. It is good for quickly destroying any Sentry Guns under the overhangs, and for picking off enemy Soldiers and Demomen who are attempting to jump up to the point.
Offense
- Sentry Guns on the cliffs can be very effective at shutting down rocket jumps.
- Use the courtyard behind the roof to harass Engineers on the roof and prevent them from setting up a defense.
- Beware of Sentry Guns in the valley on the third point, as they will shoot rocket jumpers out of the air.
- The long sightlines of this map make the Direct Hit a very effective anti-sentry measure.
Defense
- The ridges of the first area provide significant cover and high ground to rain rockets down on BLU's spawn.
- Soldiers can rocket jump across the the second point onto the roof, bypassing the stairs and ambushing any BLU players.
- RED Soldiers will have a much easier time at the third point, being able to use rockets to deny enemies the chance to go through the chokepoints. Try not to push too far out, as this will provide BLU Snipers an easy shot from the second point's roof area.
- It is possible to rocket jump onto the lip of the roof above the third point area, which is a good place to take out enemy Medics or warn teammates of incoming Spies.
Pyro
General
- There are numerous large vertical drops, which can be used for ambushes.
- Dropping off the cliffs onto the cart's path is a particularly effective way to painlessly close distance.
- Flares are a powerful disincentive to players trying to travel through the tunnel.
- The courtyard behind the roof near the second point is a great spot for Pyros. It provides plenty of cover and supplies to survive a long time and control the area.
Offense
- The enemy tends to build Sentry Gun nests in elevated positions, as well as the boxed-off rock formation on the right and the enclosed garage area next to the first Control Point. Try to take a path that facilitates the use of edging to destroy Sentry Guns, or attack from an unexpected angle.
- The third Control Point is often well-defended with numerous Sentry Guns placed in various locations. Due to the enclosed nature of the buildings immediately following the second Control Point, corners can be exploited very easily to devastate any enemy entrenchments in those areas. Beware of the wide-open areas immediately around the cart's path, however.
- The last Control Point's main area is a problem for BLU Pyros as it is so open, and will also have Sentry Guns ready to ambush players that try to drop down from the walkways and windows. Try to stay in the areas near the sniping loft on the left side-path to stop any ambushes or attempts to push through this area. Alternatively, stay near the main chokepoint above the stairs and compression blast any grenades, stickies or rockets back down the ramp.
- If an ÜberCharge is ready, try to jump down on enemy Sentry Gun positions from the deck overlooking the final point, or from the map room. It is possible to easily destroy any Sentry Guns here as long if knockback can be negated.
- When teammates have pushed into the basin area, try to harass players coming out of the lower spawn by hiding in the stairwell and attacking them from behind as they try to rebuild or defend the area.
Defense
- Defensive Pyros with the Backburner can use their weapons to great effect. There are many passages for flanking, and players tend to cluster on the cart.
- When defending Sentry Guns, be especially vigilant for Spies and explosives. Use the Homewrecker to quickly remove Sappers should the Engineer be killed, and use the Flamethrower's compression blast to neutralize explosives directed at the Sentry Guns.
- Pyros can help immensely to defend the cliffs with the airblast. Keeping enemy players and projectiles off teammates will drastically improve their lifespans.
- Scouts, Soldiers and Demomen also try to jump up into this building to try to flank. Compression blast them back into the gully.
- When ÜberCharged pairs push in on the final point, try to separate them by knocking one up the ramp, and the other into the path of any Sentry Guns.
- The basin stairs is especially useful for getting rid of any enemies firing from the loft, as it provides instant access as well as a path to flanking the enemy. Be aware that Scouts, Soldiers and Demomen will also use the stairs to try to open up an additional avenue for attacking teammates.
Demoman
General
- A Demoman on the roof can hail grenades on the second point, and can shut the enemy team out entirely.
- There is only one effective chokepoint on the final point. The Sticky Launcher is more useful than the Scottish Resistance here.
Offense
- On attack the various rocks and outcrops present in the first area provide good cover from Sentry Guns. The nearby corners also make splash damage very effective.
- Using the Chargin' Targe on the first point is a risky prospect as there will usually be a Sentry Gun covering where enemy players are moving around.
- The second point will almost always have Sentry Guns on the roof to destroy on the offensive team, so be sure to pack a sticky launcher.
- An attacking Demoman on the building at the back of the courtyard can lob grenades over onto the roof and destroy any Engineer building covering the cart.
- The third point area is good for a Demoman on BLU as it is long enough to lob grenades down and hurt or deter any enemies around the corners next to the third point itself. The upper right and cart track entrances to the main third point area are not ideal to push in as they're chokepoints that will likely be subject to enemy Demomen and Soldiers.
- Sticky jumping Demomen can easily cross the map with the aid of their sticky launcher. It is possible to land next to the main sniping spots of the RED team and kill any Snipers preventing BLU from advancing.
- The Sentry Guns positioned underneath the overhangs and out of sight can be easily destroyed with stickies. Often they will be so close to the edge of the corner that an Über will be unnecessary.
Defense
- Stickies placed on the path from BLU’s spawn to the right cliffs translate into easy kills and a protected position from which to launch grenades. The Scottish Resistance is especially useful for this.
- Stickies are very effective on the third point, where the various chokepoints and doorways can be locked down to limit enemy movement. In addition, they can be placed on the sign by the third point to prevent attackers from hiding behind the cart.
- The vertical drops on the third point are good for ambushes with the Targe.
- The Chargin’ Targe is not recommended on the final point, because enemies are will be attacking through several chokepoints which may not be covered by teammates.
Heavy
General
- When trying to retake the roof, be very careful while going up both sets of stairs as there may be a Spy lying in wait. If there are enemies on the roof, be sure to kill any airblasting Pyros, Spies or Scouts using the Sandman first.
- Don't go around the top left courtyard alone as it is a very common spot for Spies to lie in wait.
- The last point is a very difficult place for Heavies to attack on their own or without a Medic as there are so many open spaces from where the enemy can attack.
Offense
- Due to the long sightlines going from the BLU spawn to the other side of the first area, it is best as a Heavy to back up friendly charges or wait until the coast is clear. If there is an ÜberCharge ready, use it to push around corners being guarded by Sentry Guns, being careful to avoid any Spies or airblasting Pyros.
- Snipers are likely to congregate around the corner and zoom in over the concrete fence, and most Sentry Guns will be positioned on the roof to the left, making it difficult to concentrate on both potentially deadly threats.
- Sentry Guns on the roof can be easily destroyed from the left building, even without an Über, as the corner can be used for edging.
- The RED team's Sentry Guns will almost always be found underneath the overhangs that are usually out of sight from the BLU team. To deal with these, drop down from the left overhang or windows on the right to instantly start firing on the Sentry Gun and hopefully take the Engineer by surprise.
Defense
- On defense, a Heavy can guard the tunnel and other enclosed areas like the main point fairly well, being able to drop down from the cliffs to surprise enemies pushing the cart and if needed push them back with a Kritzkrieg to clear out the tunnel and cliffs.
- It is important to know where the BLU Snipers are when on defense and hide accordingly, as some areas that are good for ambushing or jumping down from may be easy to snipe from the BLU spawn.
- In a worst case scenario on defense, jump down from the roof onto the cart to stop it reaching the second point. This is a fantastic means of blocking the capture due to the Heavy's good staying power and ambush potential.
- Try to hold the area and keep it safe for any Medics or Engineers, such as the courtyard in the dip with the Maximum Health and Ammo kits. When doing this, watch out for Spies and other enemies dropping down from the balcony, along with any projectiles being fired diagonally at the Health and Ammo from around the corner.
- The third point is great for defending Heavies as there are many places to drop down on hiding BLU players and ambush them. This is especially useful for stopping any enemy Über progress.
- When trying to defend the last point as a Heavy, push up the ramp with ÜberCharges to destroy any defenses the BLU team may have built. If a Kritzkrieg is ready, this tactic will also work well, but move quickly to prevent the enemy from hiding around the corner at the third point.
- When the BLU team pushes the final point, try hiding in one of the many corners or shadows in order to surprise any cart pushers or people looking the other way.
Engineer
General
- Engineers are especially vital to both teams. Sentry Guns on both sides can either help to delay the cart or to prevent the defending team from counterattacking too much. There are numerous spots throughout the map where Engineers can place Sentry Guns and Dispensers.
- In particular, Teleporters are crucial, as the scale of the map requires their use in order to allow players to quickly reach their destinations. This is especially important after the second point has been taken.
- Remember that certain places can be reached by using Dispensers as a stepping stone, or the Wrangler.
Offense
- On offense, Sentry Guns should be put down after each area to prevent the attackers being pushed back, and Teleporters should always be kept running and fully upgraded as a priority due to how large the map is.
- Until the third point is captured, BLU team uses their original spawn and so the exit will need to be moved up after every capture along with the Sentry Gun.
Defense
- The ventilation units on the Roof above the second point can be built on. For RED, this can be especially effective in protecting buildings such as Teleporters from immediate destruction.
- At the first point, Sentry Guns can be placed behind both sets of rocks with health and ammo kits on defense to ambush unsuspecting Scouts or charging enemies, as well as outside the exit to the tunnel and on the cliffs to hit attackers from above. Sentry Guns and Dispensers can also be put in the overhang next to the point to provide a safe zone from Demomen firing over the hill and it is so cramped that Spies will have a hard time accessing the area. However, it is easily grenaded or stickied from the angle towards the tunnel exit, and if possible ask a Pyro or heavy for protection from Soldiers, Demomen and Pyros.
- The roof is the primary area for defending with a Sentry Gun at the second point, as it oversees the entire section of tracks leading round the corner and onto the capture point. However, it can be easily attacked from behind by rocket-jumping Soldiers, Demomen firing stickies around corners and enemies hiding behind the air duct system that divides the sides of the roof. Sentry Guns can also be put in the alcove next to the capture point that has stairs going to the roof for good cover, on the ground floor ledge to the left of the tracks next to the point for a surprise tactic, and anywhere on the ground floor and out of Sniper view to halt sudden enemy charges down the main corridor.
- It is best to put Teleporters over the far side from spawn so teammates can bypass Sniper hotspots, and once again out of harm's way. Tthis is especially important if they capture the point, as the forward spawn and shortcut are blocked and Teleporters are the only way to get back.
- The third point has a gully with a medium health and full ammo kit for easy building, and is an excellent place to build as it prevents the cart being pushed any further without an Über. However, it is easy for enemies to drop down from the above walkway and sap or destroy the buildings from behind, so caution is needed to prevent this. The balcony on the building overlooking the gully is another good spot, but requires constant maintenance as Soldiers and Snipers can easily destroy the Sentry Gun from the upper far right. Sentry Guns can be built either side of the capture point to attack enemies on either side, and if both spots are used are great for confusing Übers, but they can be easily destroyed with Sticky bombs.
- The last point only has a few 'safe' places to build that provide good defense, namely in the shadows underneath the walkways and overhangs. These spots are good because they keep the buildings hidden from view until the enemy rounds the corner. Sentry Guns in either of the main spots can fire at attackers dropping down from above or out of the windows. Alternatively, a Sentry Gun could be built on the ramp the cart descends down to prevent their Über lasting into the main area, but it is easily destroyed by Demomen or Spies.
Medic
General
- Never to run out into the open, as Snipers have numerous places from which they can pick off their targets. Always use cover and teammates to prevent being killed.
Offense
- Be aware of the most common places where Engineers will try to set up Sentry Gun nests, and steer clear of them until an ÜberCharge can be deployed to destroy them.
- When deploying an ÜberCharge, always remember that it can sometimes be wise to take an alternate route rather than straight down alongside the cart's path. In particular, when attacking the final point, remember that there are at least two other paths that can be used other than straight down into the basin: jumping down from the map room, or from the alcove overlooking the basin.
Defense
- Deploying a Kritzkrieg on a Soldier on the cliffs overlooking the first point will drastically increase their effectiveness, because it will eliminate range falloff. Beware Pyros lying in wait to reflect your rockets, however.
Sniper
General
- Badwater Basin is a good map for Snipers, as each of its points have good lines of sight from either side, although there are limited areas to snipe from due to its initial linearity.
- The tunnel that the cart goes through for most of the first area is also a good sniping spot for both teams as it provides a very long line of sight down the otherwise most covered part of the area.
- The second area of the map is another good spot for Snipers, with narrow but key sightlines coming from the top of the hill where the rocks are all the way to just next to RED's forward spawn/shortcut. On attack, this view can be used to effectively lock down the area that spans the back of the second point by preventing them from running over to the stairs/roof building directly, and forcing them to take Teleporters or try tricky jumps to evade headshots.
Offense
- The BLU Spawn is an obvious sniping spot when attacking the first area due to its darkness, but be wary of enemy Snipers positioned at the very top of the hill next to, behind and on the rock formations at the top of the hill. Conversely, the rock is a great spot for defending Snipers, as they can pick off enemies as they leave spawn or try to take pot shots up the hill.
- The building found at the very back of the courtyard behind the second point is good for sniping enemies on the roof or coming up the stairs from the ground floor. It is especially effective when the defenders still consider it a 'safe' zone and position their Medics or Engineer buildings on the back of the roof.
- The top of the rock outcroppings in the courtyard has a clearer sightline to Engineers who would otherwise be behind cover from Snipers on the building. However, it is a spot that can be easily seen by the RED team.
- The roof at the second point can be used by BLU Snipers when the cart is being pushed from the second to the third points, but it only covers 2/3 of the distance to the third point, and also is in the main line of sight of Snipers aiming up from the dip the cart goes down the ramp into. It can however be safely used for sniping coming and going via the back entrance as well as going up the stairs from the near side.
- Attacking Snipers can snipe up at the third point from the dip near where the full health and ammo packs are and have a good wall to hide behind. However, this location is risky as it is just within a Heavy's effective Minigun range as well as grenade range, meaning it will be difficult to get a clear shot. Going through the left corridor will provide a better view of the third point, but it is in the prime sightlines of RED Snipers due to being such an effective spot and is also a chokepoint for long range rockets and grenades.
- BLU Snipers at the last point can snipe from the concrete pipes next to the third point to target any Snipers or players coming out of the upper left spawn exit, and can also crouch to safeguard against other Snipers temporarily. The top of the last ramp is a good spot, but it is a large risk as it is a commonly stickied area, and is also the edge of a safe zone for enemy Spies. Alternatively, the window in the top tower can be used, as can the windows in the right buildings nearer the upper enemy spawn, but these are both in the enemy Sniper's view from either of their spawns.
Defense
- RED Snipers can aim out of the windows in the buildings overlooking the third point, as they provide great coverage and are dark and brown enough to help then blend in, slightly impeding the aim of enemy Snipers. The middle window is the most effective, as it allows them to see all of the cart's route from the dip onwards, and it protects them from Snipers hiding in the far right buildings.
- Snipers defending the last point can do so from the relative safety of their upper spawn doors, as they can easily aim and hide from enemies by retreating into spawn, but run the risk of being backstabbed if they stay still for too long. If the cart is already at the bottom of the ramp and enemies are pushing, picking the upper left spawn is probably the best as the prime BLU sniping spots are easily visible. If necessary, it's within range to throw some Jarate, jump down and use the melee weapon.
Spy
General
- The Spy is an excellent class for this map. Because of the size of the map and the multiple sidepaths to access each point, a Spy can take out several enemies at a time before retreating. There are a large number of places where Spies can hide to ambush unwary players.
- The large vertical drops are also a problem while cloaked as Spies flicker when taking fall damage. To combat this, try to move down through lower routes and crawl down ledges to minimize contact with BLU players, slowly if necessary and choosing the right time to strike before retreating over the hill or through the tunnel.
Offense
- The first stage of this map is good for Spies on BLU as they can use their Cloak to quickly move over the hill, but this is often dangerous as the exit of the tunnel and top of the hill are bound to have Pyros or Demomen locking down the area with their flames or grenades.
- Spies are vital for Sentry Gun destruction, as the prime spots for Sentry Guns are all directly below a piece of easily accessible terrain. With this in mind, it may be best to try to coordinate a charge so when the Sentry Gun is disabled they can provide backup and push the point.
- Before BLU reaches the first point with the cart, try to sneak ahead and take the back entrance up onto the roof to prevent enemy Engineers from building.
- The second point is an area that Spies can easily access on offense, as the back courtyard allows Spies of both teams to move between the first and second point areas with relative ease.
- The roof will likely have a Sentry Gun or two on it, which can be easily sapped when the Engineer is on occupied or dead, and the courtyard on either side of the building can be jumped down into to escape.
- Defending Snipers will often sit just behind the concrete wall next to the point and scan the main corridor, but be wary of Sentry Guns or Pyros covering the area before attacking them.
- The third point is difficult for Spies to attack beyond sapping any Sentry Guns in the ditch and coordinating with BLU because there are no alternate routes to the area beyond the point.
- The last point is also an area where Spies are useful due to there often being hidden Sentry Guns that only Übers can usually take care of otherwise. However, it is difficult to move around and stay in the main area as it is so open and there will be many RED players running between the spawn doors and the main ramp. To remedy this, try to spend as little time as possible in the open, and get out of there as fast as possible after sapping a Sentry Gun and/or killed the Engineer.
Defense
- The alcove to the left of the cart or under the garage overhang next to the first point are good hiding places to ambush passing enemies.
- Defending the third point is significantly easier as a Spy due to the height advantage. It is at this point it may be worth destroying the BLU Teleporters if they have any, as it is quite a long trip from their spawn.
- BLU Snipers may also position themselves on the roof of the second point, a spot easily accessible and not normally noticed due to its secluded nature (just be wary of Snipers if they have Jarate or the Razorback.
- On defense the main area of action will be around the chokepoint at the top of the ramp leading to the third point, and the top right courtyard where the top window can be reached. Up there, any intrusive Snipers can be dealt with, and it is close to the chokepoint, allowing attacks on any charges or Snipers standing at the top of the ramp.
- The darkness of the rooms next to the top of the ramp is a good hiding spot for stabbing BLU players coming from either side, and making a quick retreat into RED's safe zone.