Contract strategy
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This article is about Contract strategy for completing Primary and Bonus Objectives of Contracts using the ConTracker.
General Strategy (All Contracts)
- See also: ConTracker Instructions
- It is possible to turn in any Contract by completing only one Objective, Primary or Bonus; but once your last Star has been used to activate a Contract, at least one Objective must be completed and turned in on that Contract before you can activate any other. Turning in a few extra Bonus Objectives gives you more flexibility in queuing up for maps as well as the ability to change Active Contracts; say, if you get stumped on a Contract, the other Player's vote to change to a map that doesn't work for your Contract, you want to work on different Contracts between attacking and defending rounds, or there are just too many Pyros on the team.
- Usually, the action of at least one of the two Bonus Objectives is relatively easier to perform, and often enables you to earn CP and complete the Primary Objective at an accelerated rate. Contract Points earned against Bonus Objectives before the Primary Objective is completed count double, sometimes a few CP more than double. So, depending on the your knowledge and skills, focusing on particular Bonus Objectives can speed you through the Contract map.
- Friendly-Fire
Main article: Friendly-Fire
- If regularly available, Friendly-Fire can greatly accelerate the completion of Objectives.
- A friend who is an expert at a Weapon or Class can use Friendly-Fire to help you with Contracts you are not so good at.
- Map Choice
- A familiar Payload map, like Badwater Basin (offering longer sight lines) or Upward (offering more ambushing and environmental hazards) is a good place to work on many Contracts.
- Pushing the Payload Cart is a quick way to rack up the points for many of the "Score points" Primary Objectives.
- The more or less continuous and slowly moving clustering of teammates and enemies around Medics, Engineer nests, and the Payload Cart provide many extended opportunities to work on the Bonus Objectives.
- The cycling between attacking and defending rounds on Payload maps suit Objectives with Offense and Defense restrictions.
- The timing of players rushing through known narrow areas is more predicable for traps and ambushes.
- Alternatively, many of the same Contracts can be also worked on Attack/Defend maps, like Mountain Lab and Mercenary Park.
- Attack/Defend maps also offer quick pacing between attacking and defending rounds, but the combat can surge less predictably, making it more difficult to stay on a particular technique.
- However, Attack/Defend maps do offer convenient point objectives to capture or defend in a predictable sequence.
- Courtesy Round
- Focusing on a specific objective might not be the best tactical contribution you can make to the team during possibly several rounds on the server. After a team has, perhaps unwittingly, helped keep the rounds going for you so you could complete an Objective, you don't have to leave immediately. You can stick around and play fully for the team for another round or two to complete the game for them.
Objectives
- Many Contract Objectives are similar to requirements for certain Achievements -- good advice for obtaining a particular Achievement is also good for completing a similar Contract Objective. See Obtaining Achievements.
- Score points / Score points as <Class> / Score points on <Map>
- Pushing the Payload Cart on Badwater Basin or Upward (while continuously Spy checking) is a fast way to score points as <Class> if the Cart is not being attacked.
- Generally, a action that earn points for Bonus Objectives also count as "Score points ..."; use this when you can and work on Bonus Objectives before you finish the Primary objective.
- Get a kill on offense / Get 5 kills in a single life ... / Dominate a player as <Class>
- The secret to getting old is to not die: The primary way to complete these actions is to avoid getting killed while killing, a fundamental fighting principle.
- Niven's First Law: Don't draw enemy fire. And don't stand next to someone or something that is going to draw enemy fire, like an Engineer nest.
- Avoid close contact with the enemy.
- Play conservatively and stay near teammates.
- Don't play in front. Let the first rank take and deal most of the damage while while you finish the kills.
- Hang around a Medic that plays safe in the rear.
- Keep the Medic safe from Spies, Scouts, and Pyros and the Medic will keep you healed up.
- Most of the enemy that make it back to rear with the Medics are easily killed Scouts and Spies or already damaged Demomen and Soldiers; look for such players that are repeatedly trying to penetrate your team to get to Medics or Engineer's.
- Take the ÜberCharge if offered if it can help you complete your kills, and duck around a safe corner before the ÜberCharge wears off.
- Learn to recognize pushes and stay our of their way. Especially, give ground to ÜberCharge pushes, but look for an opportunity to get in on the kill when the ÜberCharge wears off with the Medic and Pocket in a bad position.
- Learn the Sniper camps, and avoid their lines. Don't "stand still".
- Even when hanging out in back, avoid playing where you can get flanked or ambushed.
- Equip with items that help you get Crit-Boosts (e.g., Crit-a-Cola or Phlogistinator) or help you get Kill assists (e.g., Buff Banner or Battalion's Backup).
- Teaming with a Medic for well-timed ÜberCharges, Kritzkriegs, or Vaccinations can help you with killing sprees.
- Capture a Control Point / Capture an objective
- Hang back from the point of your team, but be supportive; after all capping a point is more than just standing on it. Watch the HUD for your team's progress on the capture and hop on when the capture seems imminent.
- As a Demoman or Soldier, carry the Pain Train.
- Defend a Control Point / Defend an objective
- To score the points for defending the point, you have to complete the kill while the target is still in the capture zone and the HUD still has the enemy team on the point.
- Hang back around the point out of sight as a Spyro, Heavy, Soldier, Demoknight, Back Scatter Scout, or Spy.
- Watch the HUD and listen to the Announcer for signs of a committed capture attempt.
- Often, capturing players can tend to run off of the point if they see you coming, preventing you from getting the kill to count as a defense. Also, running headlong into a capping Heavy or Soldier unlikely to succeed.
- So, look for quick kills. Try to sneak up behind cappers for surprise kills, hence the suggestion for the Backburner or Backstabs.
- Timing a Phlogistinator or other Crit-Boost effects can help with completing the kill while the target is on the point.
- Set up traps with the Stickybomb Launcher around a Capture Point or under a Payload, and detonate them for quick kills the moment the HUD displays a capture attempt.
- Capture the Flag Contract Objectives
- The problem with Capture the Flag games is the fact that there is no time limit. If there is a strong set of Engineer nests and the other players are not skilled enough to take them down or are not really interested playing to the game objective, you can end up with a fully finished Contract that you cannot turn in for a very long time.
- Only play on CTF maps to work on CTF-only Objectives.
- Early in a new round, get a feel about the players and their game: if it looks like the Intelligence is not being captured, or, worse yet, you are warned not to capture it, leave the game and try another sever before you make too much progress on your Contract.
- If you get stuck on a CTF with a lot of pending progress on your Contract and the nests are not falling, switch to Medic, find a reliable Pocket and start breaking down the nests. This may take repeated ÜberCharges, so become good at building ÜberCharges. It is likely that you will get help from others that want opportunities to capture the Intelligence.
- Payload Race Objectives
- As with Capture the Flag maps The problem with Capture the Flag games is the fact that there is no time limit; so go with the same advice.
- A particular problem is Hightower, as it is occasionally used by players that want infinite game rounds.
- Particularly, when joining an ongoing round, test the Cart; watch and listen for players telling you not to push the cart, and leave the game if it looks like that is happening.
- Otherwise, it may be just up to you ride the Cart to the top, so time it well.
- Environment kill as Pyro
- Upward is a generally good map for working Contracts, but is also has several wide Pitfalls close to either the tracks or flank paths.
- The Shotgun
- This contract is easily completed as the Engineer. As long as the Shotgun is active, Sentry kills also count towards progress for this contract.
- Loose Cannon
- For Double Donks and Loose Cannon Kills: On defense on Payload maps, stand off at ideal range from a blind turn or doorway where Players are channeled into a narrower path straight towards you.
- Get an assist with an Ubered teammate / Assist in destroying a sentry while Ubered
- Only the stock Medi Gun's ÜberCharge will count towards progress for this objective.