Community DeGroot Keep strategy

From Team Fortress Wiki
Revision as of 16:48, 2 February 2014 by Monchberter (talk | contribs) ({{class link|heavy}})
Jump to: navigation, search
Community DeGroot Keep strategy
Degroot Keep Castle.png
Basic Information
Developer(s): Unknown
Map Info
Environment: Medieval
Setting: Daylight, sunny
Hazards: Castle gate, Pit
Map Photos
Loading screen photos.

This article is about Community DeGroot Keep strategy.

General (All Classes)

  • Remember that in Medieval mode, most primary and some secondary weapons are restricted. Playing in DeGroot Keep requires a different mindset and gameplay style.
  • It is possible to avoid taking fall damage when exiting the castle while the gate is closed. First, jump to the sign hanging above point A from the opposite wall, and then drop down onto the raised section of ground surrounding the point.
  • When capturing or defending the last point, it can get a bit hectic as both teams are fighting in the same enclosed space. Try to crouch in the corner and use your melee weapon to cause damage to any passing enemy that gets too close. Players will usually mistake you for a ragdoll and continue attacking other players.
  • In DeGroot Keep, the rocks around the tower at point B can be traversed by either team to surprise the enemy, although it is harder for the BLU team to scale the rocks onto the point. This is a recommended route for Scouts and Spies.

Class-specific strategies

Leaderboard class scout.png Scout

Demonstration
  • Due to the cramped combat nature of the map, the Boston Basher has a good chance of dealing effective damage against enemies, especially on the final capture point. It is generally a good idea to try to hit as many players as possible to make them easier to kill.
  • The Boston Basher can be used to get to the inner yard even when the gate is closed. To do this, stand on the hill, then jump and hit yourself several times. You will be on the Sniper deck. Jump down and take a health pack. Then you can kill a few enemies there and escape.
  • While the Atomizer, with its lower damage and slower swing speed, may not be ideal for combat, the triple jump it provides can make a Scout much more difficult to hit. However, at the cost of 10 health per third jump, Scouts should do this sparingly.
    • The Atomizer's triple jump can allow a Scout to shimmy up to the castle's battlements, as seen here.

Leaderboard class soldier.png Soldier

  • A very risky, but effective tactic on Point C is to use the Kamikaze taunt. As the blast radius is quite large, it will effectively eliminate all enemies on the point. However, the taunt will leave you very vulnerable to all attacks, especially on a server with a lot of players.
  • Using the Disciplinary Action allows you and your teammates to get to the control points faster. The extra range also allows you to hit enemies without them hitting you.

Leaderboard class pyro.png Pyro

  • The increased movement speed when equipping the Powerjack can be particularly useful in melee battles, combined with the +75 overheal for each kill, this more than makes up for its increased damage vulnerability.
  • The combination of the Backscratcher's higher damage plus its increased healing from any health kits make this a formidable weapon.

Leaderboard class demoman.png Demoman

  • Demomen equipped with the Chargin' Targe or Splendid Screen can charge the large pile of rocks in the middle of the battlefield to launch themselves up to the castle's battlements, as shown in this video.
  • Always consider carrying any of the alternate melee weapons that offer a longer reach. The Eyelander can greatly increase survivability through taking more heads, the Claidheamh Mòr offers a longer charge duration, and the Scotsman's Skullcutter deals increased damage. It is worth noting that the speed penalty associated with the Scotsman's Skullcutter is less noticeable in Medieval mode, due to the smaller map size and the ability to charge.
  • The Ullapool Caber is very effective on the final Control point, as multiple members of both teams will often be fighting there simultaneously once it is unlocked. If charging in with the Chargin' Targe, a full Critical swing is capable of dealing upwards of 400 explosive damage, which can effectively clear the point in a single attack.
    • The Ullapool Caber may also be used to jump onto the Sniper platform as means of getting into the castle without the external Control Points being captured.
    • This is extremely useful for clearing control points, especially the final cap. Remember that you can hit the floor at the end of the charge if there are no enemies in range; it will still crit enemies in range of the blast.
  • If the last point is being contested, a good place to surprise attackers is on the battlements in front of the control point. Charging down toward the nook will effectively surprise and kill any enemies staying in there, as many people tend not to look up when checking for a surprise attack.

Leaderboard class heavy.png Heavy

  • Due to his slow movement, large hitboxes and the high damage output of most melee weapons and the Sniper's Huntsman, the Heavy will struggle on Medieval Mode if you forget to equip one of his lunch box items.
  • The Dalakohs Bar gives the Heavy 50 additional health points for 30 seconds and can both heal you incrementally and be reused in sucession. The added survivability of its health boost is vital.
  • The Buffalo Steak Sandvich shines here with the increased movement speed it gives and Mini-Crits turning the Heavy into a lightning bruiser with any of his melee choices. Despite the slightly reduced survivability, enemies will have a harder time hitting a fast moving Heavy. Get a sense for when the effects are running out and withdraw while it recharges. Pairing the Steak with the Killing Gloves of Boxing makes getting that first kill easier, the added movement speed can help you attain a very long kill chain. Paired with the Eviction Notice's high number of attacks per second, and all melee weapon's increased chance of critical hits, the steak can make up for the Eviction Notice's low damage output. The steak's ability to increase your movement speed helps with landing a flurry of consistent hits that will quickly do away with any enemy.
  • Given that melee battles tend to be frenzied affairs with little time to safely snack and the availability of health packs from players killed, the Sandvich has arguably less utility than the Heavy's other lunch box items.
  • The Fists of Steel may protect against Huntsman wielding Snipers but leave you extremely vulnerable to any melee attacks, a risk hardly worth taking unless to shield valuable friendly players from Sniper attacks.

Leaderboard class engineer.png Engineer

  • The Gunslinger gives you an additional 25 health aiding in your survivability. Additionally, the three hit combo can be used on the final control point to kill enemies defending it as hitting a teammate counts towards the first two hits.

Leaderboard class medic.png Medic

  • On offense, while your team is capturing the final Control Point, it is generally a good idea to fire your Crusader's Crossbow into the pit that occupies the point. This can not only damage enemies, but also heal allies.
  • Another viable weapon to use is the Amputator with its ability to heal teammates around you.

Leaderboard class sniper.png Sniper

  • When on the BLU team, once the main gate opens (after capturing A and B), position yourself in front of the gate, and fire arrows toward the capture point, ducking to the side out of the gate's line of fire after each shot. People will be clustering around the capture point and it will be easy to hit opponents without much aiming.
  • Conversely, when on the RED team, once the main gate opens, put yourself in a position where you can shoot outwards through the main gate into the battlefield. As most enemies will be rushing in a straight line through the corridor toward you with melee weapons, it will be very easy to hit them as well.
    • Don't try to sit on the point and snipe outwards through the gate. It will make you an easy target for enemy Snipers. The other team can easily melee you to death before you can escape as well.
  • The Huntsman should be the default armament for Snipers in Medieval mode. Remember that your arrows can be lit by using available torches, resulting in afterburn damage. This can also be used to tag enemies for teammates using the Sun-on-a-Stick or Axtinguisher.
  • RED Snipers on the battlements should keep an eye out for Demomen charging up the rocks onto the battlements.
    • Consider waiting below for Demomen to charge onto the battlements and headshot them in close-range when they attempt to come after you.
  • Arrows can pass through the holes in the gates and the tower window slits. Use these to remain hidden.
    • Keep in mind this will make you more vulnerable to enemy Snipers, as shooting through a window will give away your position and make you an easy target. There is also very little room for you to aim, as the boxes for the windows are small.
  • Snipers can ignite their arrows using the torches spread throughout DeGroot Keep and outside the BLU spawn.
  • There is a small hole in the rafters on the third floor in the tower of DeGroot Keep. RED Snipers can fall through this to quickly reach the second level on the stairs, which is a good spot for sniping enemies trying to capture the point.

Leaderboard class spy.png Spy

  • Surprisingly, a good place to decloak is right outside of the enemy's spawn. They usually come barrelling out of there without a second glance to the side.
  • DeGroot Keep is a great place to practice and use trick stabs as the enemy can only use melee weapons, so their movements are very predictable, making it easier perform stair stabs and side stabs. Strafing to the side and stabbing charging Demomen can shut them down.
  • When you are on RED team, you can use the roof with the Dead Ringer to your advantage. As you fall and feign your death, you can pick up the Health kit that you drop.