Stratégie communautaire sur Hydro

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Community Hydro strategy
TF2 Hydro Map.jpg
Informations de base
Développeur(s) : Inconnu
Informations sur la carte
Environnement : Industriel, désert
Cadre : journée, ensoleillée
Dangers : fosses
Photos de la carte
Photos dans l'écran de chargement.

Cet article traite de la Stratégie communautaire sur Hydro.

Stratégie générale

  • Une des clé sur Hydro est juste de comprendre comment une carte de Contrôle Territorial se joue and which parts of Hydro are currently in play. At the start of each round you will emerge from your spawn area and will be connected to one of the enemy territories. Une des clé pour un bon jeu est de joué vite en passant par les souterrains.
  • Il y a toujours plus d'une voie pour accéder au point de contrôle, contrairement au mode point de contrôle.
  • La plupart des autres cartes vous familiarise avec la multitude de chemins disponible.
    • Pour défendre le point de contrôle de la Parabole, Le Demoman peut placer ses Bombes collante sur le plafond pour les cacher à ses ennemis.
    • Les Engineers peuvent défendre ce même point en placant leurs Mitrailleuses sur les passerelle métallique près de chacune des trois sortie - la rampe de la montagne dirige vers le point de la Turbine, le chemin le plus proche du point d'apparition, qui couvre les chemin se dirigent vers le point du Pont et le chemin le plus à guauche du point d'apparition, pour pouvoir prévenir les arrivé sur le point par les tunnels de la zone innondée.
  • Sur la plupart des section d'Hydro, c'est un long chemin entre le point d'apparition et le point de contrôle ennemi. Les Engineers peuvent construire des Téléporteurs afin de permettre à vos coéquipié d'arrivé plus vite sur le point et de maintenir la pression sur l'équipe adverse.
  • Toujours garder un oeuil sur votre point de contrôle, et d'aller le défendre si néscéssaire.C'est un dur combat qui s'engage pour avoir le point adverse car la moindre petite inatention est sinonyme de défaite du round.

Stratégie spécifique à chaque classes

Leaderboard class scout.png Scout

  • Il y a beaucoup de vue plongeante et ouverte sur cette carte, vous pourrez donc être ammené à combattre vos adversaire à longue portée, le Pistolet ou le Arrêt-court peuvent donc vous être utile.
  • Les divers conduits et tunnels sont autant de bon point pour prendre le point ennemi par surprise ou aider à distraire les adversaire pour permettre à vos coéquipié de réalisé une grosse attaque.

Leaderboard class soldier.png Soldier

  • Ambush techniques work well as there are different paths that you can take, most of which end at a choke point. Many of these routes have potential for Soldiers to rocket jump to, taking the enemy by surprise.
  • Hydro is very prone to 'camp wars' where both teams will play very defensively, and guard their own team's Control Point. Firing rockets at choke points and firing around corners may help your team eliminate defensive players such as Engineers and Snipers.
  • The vents are your friends, as you can often use them to drop down behind enemy lines while avoiding most head-on confrontations. When traveling in the vents, be careful not to kill yourself when firing rockets in such close quarters.
  • The control points in Hydro have a very short capture time, and because of this, killing enemies who are on the point may not be the most effective way to defend it. Try to aim rockets at your enemies' feet, so as to launch them off of the control point. Once the risk of capture has been removed, you can then finish them off with your Rocket Launcher or Shotgun as necessary.

Leaderboard class pyro.png Pyro

  • Whenever possible, try to attack through indoors areas or the narrow canyons. As with Gravel Pit, use the structures and rocks for cover when moving through wide-open areas.
  • A particularly useful spot is underneath stairs, as flames can go through the gaps between the steps.
  • A good tactic when you are on a point is to use the compression blast. If you compression blast from a point that is far up you may be able to kill attackers and defenders.

Leaderboard class demoman.png Demoman

  • The key to proper Demoman play on Hydro is staying alive. The maps are small, and keeping your Control point defended with a carpet of Sticky bombs is essential.
  • When the sewer entrances are open, placing Sticky bombs immediately around the corner (on the wall by the health pack) will allow you to kill attackers, while also preventing them from healing.
  • Place Sticky bombs on the catwalks and other high locations. These can launch people into the air, making them easy targets for others or leading to death by fall damage.
  • Another good place for stickies are on the ceiling of the radar dish control point.

Leaderboard class heavy.png Heavy

  • Against strong defenses, an Übered Heavy can clear a way for the rest of the team to take the Control Points. Just watch out for Snipers at the more open Control Points, as they can end a Medic-Heavy rush quite easily.
  • Attacking either of the last points through the vents can be a useful tactic for surprise and will work especially with other distractions going on, but be sure to use an ÜberCharge and not a Kritzkrieg when pushing, as there will likely be at least one Sentry Gun to destroy and once you drop out of the vents, you will not be able to escape without going through the main areas.

Leaderboard class engineer.png Engineer

  • Due to its changing nature and layout, Hydro has no 'perfect' Sentry Gun locations. There are however, a few very good ones, which are listed below:
    • On the metal landing at the flooded Control point (the one with the Control point on the raised area, with water all around).
    • Behind the truck at the outside Control point (the one with the raised Control point on the little bridge).
    • Under the stairs at the radar dish.
    • At the end of the raised platform at the Control point inside the base.
    • Under the Control point inside the base, at the back on the ground floor where the turbines are. If you position the Sentry Gun on the corner of the alcove and a Dispenser behind you, you will be saved from most of the splash damage while using the Metal from your Dispenser to repair your Sentry Gun. You wouldn't think it but the Sentry Gun range does cover the Control point and the stairs. This is quite difficult for the enemy to take down if someone is covering you from the top rails, if they aren't, a Demoman or Soldier can take it out from above.
  • It is always a good idea to have at least one Sentry by your Control point to avoid back capping.

Leaderboard class medic.png Medic

  • Engineers will usually set up many Sentry Guns near and around their Control point. Use an ÜberCharge on an appropriate Medic buddy to break through their defenses.

Leaderboard class sniper.png Sniper

  • With its many configurations, Hydro is a very good Sniper map due to the long open spaces and sufficient cover (such as inside buildings, behind rocks, etc.).
    • However, playing Sniper at the very beginning of a round is not advised as Snipers suffer from new unknown map variations; pick Sniper only when you are familiar with the current Hydro layout.
  • Sit at the back of your area and scope to the entrances. Most of the good spots are near spawn points.
  • On offense, a Sniper can sit in the entrances to the enemy areas and take down Sentry Guns with fully charged shots.
  • Try to find the more unusual and hard to reach areas to avoid Spies. After taking down enemy Snipers, change positions.

Leaderboard class spy.png Spy

  • More often than not, enemy Sentry Guns will be put in spots which can be shot at from afar with the Ambassador. In this case, try to snipe the Engineer so that you will have a clear shot at sapping his Sentry Gun. This should take only 2 shots if you headshot him first, following up with a bodyshot.
  • When defending either of the last points, you can hide behind the ramps that jut out of the ground as entrances to the underground cap area, both to recharge Cloak with the Invisibility Watch or the Dead Ringer or to pick targets for ambushing and call out attacking Spies with the Cloak and Dagger.
  • Due to the open ended nature of the map, it is very hard for a Spy to backstab or sap without being spotted by the enemy. Once you are at the enemies' stronghold or base, take your time to carefully observe who can be stabbed without consequences. Repeat this process and/or try to work your way from their point/base to the heat of the battle.
    • One could also consider using Your Eternal Reward, so that you can continue backstabbing without losing a disguise.