Community Graveyard strategy
“Sun Tzu's got nothing on us!” This article is a Community strategy stub. As such, it is not complete. You can help the Team Fortress Wiki Community Strategy Project by expanding it. Notes: The purpose is to provide advice not covered elsewhere but specific only to the particular map. |
Community Graveyard strategy | |
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Basic Information | |
Developer(s): | Unknown |
Map Info | |
Environment: | Halloween |
Setting: | Night |
Hazards: | Pitfall, Pumpkin bombs |
Map Photos | |
This article is about Community Graveyard strategy.
Contents
Note: It is recommended to read the main Graveyard article first to become familiar with the names of key map locations used in this article.
Graveyard is a modification of the original Lumberyard Arena map. For much of the original Gorge 2CP Community strategy that still applies to this map, see Community Gorge strategy.
General strategy
This Halloween map features pumpkin bombs, magic spells, and the Soul Gargoyle; see Community Halloween maps strategy.
- Teams often circle around one side and force their way to the back, in somewhat of a yin-yang dynamic. The key is to obtain proper defense of your team’s area and gain control of the rooftop and the indoors. The spawns are relatively useless, and are usually forgone by either team.
- The player ghosts make the gameplay tighten as the round goes on, and remaining players are typically on guard thanks to overheal. Use this to try and single out specific players rather than taking on the whole team.
- Capturing the objective forces the enemy team to come to you or risk losing, prepare yourself for advancing players at either of the 2 side doors that open when the control point unlocks.
- The periodically spawning Rare Spells can turn the tide. Keep an eye out for the purple beacons and get them if you can! Or target any enemy going for it if you can't!
Dispenser-ghost
- Dead players be come ghosts that can fly aroud and approach teammates to heal them and replenish their ammo.
- Search for teammates using the "MEDIC!" voice command, especially if they are low on health.
- Coordinate with your Medic; your healing of their patient can interfere with their building ÜberCharge.
- Heavies, Pyros, and Engineers can benefit the most from the ammo regenerating effects.
- Stacking on the most powerful person on a team can turn the tide. A Heavy can easily survive a firefight with sustained healing.
- It is possible to heal enemy Spies or even give away friendly Spies. Ghosts must always be wary of who to heal.
Last man
- When reduced to one live player, the lone surviving team member can still be a threat, being awarded mini-crits and supported by many healing ghosts. Be careful not to underestimate them.
- Avoid the tempation to neglect the point to hunt down the last player, you can win the round without killing them.
Skeleton King
- The Skeleton King is a special matter, not the least of which is his normal relentless persuit with high-damage attacks; however, ...
- At 1000 Health, enough damage to kill 5 soldiers is needed to defeat the Skeleton King. That is a lot dammage to give up in the short rounds of Arena. Having your team attacking the Skeleton King greatly reduces the pressure on the other team.
- Conversly, if the Skeleton King is in amongst the enemy, better yet the enemy has foolishly chosen to attack the monster instead of you, pour the fire on the enemy agressively, and also try to close the distance to grab the Rare Spell for yourself, should he be defeated.
- When the Skeleton King is chasing you, do what you can to lead him away from your team in the direction of the enemy.
Class-specific strategy
Scout
Soldier
Pyro
Demoman
Heavy
- As more healing and ammo becomes available from fallen Comrades, the longer you can mangage to survive the greater threat you become.
Engineer
Medic
- Even with the more genereous number of Health kits, in the early stages of a round, Medics are vital to team survival by keeping teammates alive. Medics can even work alongside Dispenser-ghosts to keep the team fighting, and the Ghosts can't Uber.
Sniper
- A well-placed Jarate throw can allow a team to overwhelm a target who is being healed by many ghosts.
Spy
- Spies can dispatch more powerful classes with backstabs, no matter how many ghosts are supporting them.
- Ghosts are a double-edged sword with Spies, as friendly ghosts could give away your position, while enemy ghosts can heal you.