Community 2Fort Strategie
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Community 2Fort strategy | |
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Dieser Artikel erklärt die Community 2Fort Strategie.
Inhaltsverzeichnis
Klassenspezifische Strategie
Scout
- Benutzen sie ihren Doppelsprung, um von dem Dach der Brücke in die Festungsmauern zu springen. Beachten sie dabei, dass die Distanz zwischen den Mauern und der Brücke zu beiden Seiten unterschiedlich ist.
- Benutzen sie die an beiden Festungen vorhandenen kleinen Rampen am unteren Eingang, um mit einem Force-Jump in die Festungsmauern zu springen. So kann man gegnerische Sniper überraschen, die nur auf die Brücke, das Brückendach und die gegenüberliegenden Festungsmauern fixiert sind.
- Das Brückendach eröffnet ihnen die großartige Möglichkeit, auf der anderen Seite zu warten und dann hinterrücks anzugreifen. Nützlich, um z.B. nachlaufende Medics zu töten.
- Zu Beginn einer neuen Runde sollten sie nicht sofort in die Festungsmauern laufen, sondern zuerst zu der gegenüberliegenden Kanalisation. Ist diese Aktion gut geplant, werden Sie auf keinen Widerstand stoßen, außerdem können Sentry Guns höchstens auf Stufe 1 sein.
- Springen Sie mit Ihrem Doppelsprung über das Wasser und benutzen sie die Force-A-Nature, um sich weiter vorwärts zu schleudern oder den Atomisierer, um einen dritten Sprung auszuführen. Ihre Feinde werden denken, Sie wären ins Wasser gefallen, und sie nicht mehr beachten.
- Benutzen sie Ihren Doppelsprung und den Rückstoß der Force-A-Nature, wenn das Geheimmaterial neben dem Loch im Gitterraum ist, um es sich zu schnappen.
- Als Scout können Sie mit einem Force-Sprung in den Gitterraum des Feindes und damit zu der Wendeltreppe gelangen. Der Gitterraum wird meistens vernachlässigt, solange das gegnerische Team nicht verteidigt. Die obere Etage wird meistens mit einem Dispenser in der Tür und einer Sentry Gun verteidigt. Zerstören Sie den Dispenser, um die Sentry zu umgehen, ohne einen Kratzer abzubekommen (Die Sentry Gun wird in den meisten Fällen in den Hinterhof zielen). Diese Aktion wird vielleicht das gegnerische Team, aber auf jeden Fall den zuständigen Engineer alarmieren. Dieser Trick wird nur ein paar Mal funktionieren, irgendwann wird auch dieser Eingang bewacht werden.
- Benutzen Sie den Sandman, wenn sie das Geheimmaterial in der Nähe ihrer Basis verteidigen wollen. Werfen sie ihre Bälle von ihrem verbündeten Sniperversteck oder dem unteren Eingang aus, um nahende Feinde anfällig für Angriffe zu machen. Laufen Sie immer wieder zum nächstgelegenen Spawnpunkt, um ihre Bälle wieder aufzuladen.
- Benutzen sie die Force-A-Nature, um mit dem Force-Jump schnell von Ihrem Sniperversteck zu Ihren Versorgungsschränken zu gelangen, um schnell Feinden zu entkommen und den Sandman nachzuladen.
- Benutzen sie eine Kombination aus dem Shortstop und der Krit-'n-Cola, um Ihre Basis zu verteidigen. Schleichen sie nahe dem Gitterraum, trinken Sie ihre Cola und durchlöchern Sie Feinde, die zu ihrer Basis gelangen wollen. Diese Position ermöglicht auch leichten Zugang zu Munition, Gesundheit und dem Spawnraum, um ihre Cola wieder aufzufüllen.
- Benutzen Sie Ihre Geschwindigkeit und schlagen Sie ständig mit dem Sandman, der heiligen Makrele oder dem Schläger, um die Gegend auf Spies zu prüfen. Dies ist besonders bei Spies nützlich, die die Standuhr ausgerüstet haben.
- Der lange Tunnel der Kanalisation ist ideal dafür geeignet, die Bälle des Sandmans zu werfen. Die einengenden Abgrenzungen machen es Gegnern schwer, dem Ball auszuweichen und machen es Ihnen einfacher, den Ball nach einem erfolgreichen Treffer wieder aufzuheben.
- Das größte Problem auf dem Weg zum Geheimmaterial werden Sentry Guns sein, die direkt vor dem Spawn gebaut werden, damit sie den Hinterhof und den eigenen Raum überblicken. Trinken sie den Bonk! Atomenergie-Drink, um den Hinterhof oder den Raum der Sentry Gun zu überqueren. Seien Sie aber vorsichtig, da ein weiterer Engineer im Raum mit dem Geheimmaterial lauern könnte.
- Der schnellste Weg, sich das Geheimmaterial zu schnappen, vorrausgesetzt Sie spawnen im Hinterhof, ist, mit einem Doppelsprung über die Festungsmauern zu springen, vorbei an dem Hinterhof-Spawn, über die Treppe hinweg, die Metalltreppe runter, durch den Geheimmaterial-Raum und mit einer scharfen Kurve nach rechts zum Geheimmaterial. Der Rückweg erfolgt genauso. Seien Sie sich bewusst, dass diese Route sehr gefährlich ist und nur wenige sichere Stellen hat. Für eine schnelle Eroberung am Anfang der Runde ist sie jedoch die schnellste und effizienteste.
- Alternativ können Sie sich uch, nach dem sie durch den feindlichen Hinterhof gelaufen sind, im Gitterraum nach unten fallen lassen, um die Brücke oder die Kanalisation zu erreichen, welche viel sicherer sind. Das verhindert einen Zusammenstoß mit Feinden. So kleine Räume könne aber auch dazu genutzt werden, um Sie in die Ecke zu drängen.
Soldier
- Eine Möglichkeit ist, sich bei der Ecke im unteren zu verstecken, plötzlich hervorzuspringen, ein paar Raketen auf die unteren Festungsmauern oder das Snipernest abzufeuern und dann wieder in Deckung zu gehen.
Raketensprünge
- Benutzen sie Raketensprünge, während sie das Geheimmaterial tragen, um Ihre eigene Basis schneller zu erreichen und feindliches Feuer zu umgehen. Beispielsweise können Sie durch das Gitter am Eingang zu ihrer Festung oder auf ihre eigenen Festungsmauern springen.
- Mit präzisem Zielen können Sie über das Wasser springen, indem sie beim Springen über die Kante anhalten und dann einen Raketensprung ausführen. Mit dieser Technik können sie im Anschluss einen zweiten Raketensprung ausführen, um auf die Festungsmauern zu gelangen. Sie werden dann etwa die Hälfte ihrer Gesundheit übrig haben.
- Sie können aus dem Graben zwischen den Festungen einen Raketenspung machen, indem Sie nahe den Eingängen zu der Kanalisation stehen. Der Boden des Grabens sollte hoch genug sein, um sich von dem Flächenschaden hochtreiben zu lassen. Überraschen sie über die Brücke rennende Feinde, wenn Sie plötzlich von der anderen Seite auftauchen.
- Der überraschendste Angriff ist, über die Brücke zu laufen und sich mit einem Raketensprung auf die gegnerischen Fetungsmauern zu katapultieren. Das wird die Sniper überraschen und Ihnen schnell einige Tötungen einbringen.
Pyro
- Die Gegend um den Gitterraum herum, von dem man den Haupteingang überwachen kann, eignet sich besonders gut für Hinterhalte. Rüsten Sie eine andre Waffe als den Flammenwerfer aus, das die vordere Düse leicht entdeckt werden kann.
- Die inneren Ecken vom Haupteinang eignen sich ebenfalls für Hinterhalte, da die meisten Spieler vergessen, diese Ecken zu überprüfen, bevor sie weiter vordringen. Seien Sie trotzdem vorsichtig, wenn sie zu den Ecken laufen, da Sniper über die ganze Karte schauen können und ihre Teamkameraden warnen oder Sie gleich selbst ausschalten können.
- Der Unruhestifter ist eine gute Wahl, wenn sie eher defensiv spielen, da Sie damit verbündete Gebäude von Sappern befreien können.
- Der Rückenschmorer ist wegen seiner Fähigkeit, aus dem Hinterhalt immer kritische Treffer zu verteilen, nützlich, um gegnerische Flankenangriffe zu stoppen. Man darf aber niicht vergessen, dass der Flammenwerfer oder die Herdflamme es einfacher machen, mit dem Kompressionsdruck Überladungen zu stoppen.
- Benutzen sie die Brücke, um gegnerisches Feuer abzublocken, sowie das Brückendach, um nicht in das Visier von Snipern zu geraten. Da das Feuer der Gegner meist auf die Mitte der Brücke beschränkt ist, können der Kompressionsdruck und die Signalpistole effektiv benutzt werden.
- Ein überladener Pyro kann mit Leichtigkeit eine ganze Sentry-Gun-befestigte Gegend auslöschen. Die verwinkelten Gänge innerhalb der Basen können dazu benutzt werden, sich nah ein eine Sentry Gun heranzuschleichen, ohne sich über den Rückstoß Sorgen zu machen. Mit dem Kompressionsdruck können Sie den Engineer entflammen und zurückstoßen, während Sie immer noch der Sentry Gun Schaden zufügen.
- Ein guter Pyro kann auf den Festungsmauern Pfeile, Raketen und andere Projektile zurückstoßen. Genauso können ankommende Soldier, Demoman und Scouts entzündet und zurückgestoßen werden.
- Das Wasserbecken in der Mitte von 2Fort wird meistens von Gegnern benutzt, wenn sie angezündet worden sind. Koordinieren Sie sich mit Ihrem Team, um ins Wasser gestoßene Feinde aus dem Hinterhalt anzugreifen.
- Es ist nicht ratsam, als Pyro die Kanalisation zu benutzen, da ihr Flammenwerfer unter Wasser nicht funktioniert und sich brennende Feinde leicht löschen können.
- Benutzen Sie in der Kanaliation Ihre Signalpistole, die es Ihnen besonders in den engen Gassen erlaubt, Gegner mit Projektlien einzudecken. Ein Pyro kann so mit vielen kritischen Treffern einen Fortschritt der Gegner hinauszögern.
- Sind Sie im Wasserbecken gelandet, sollten Sie auf Ihre Schrotflinte wechseln. Haben Sie die Signalpistole ausgerüstet, sollten sie stattdessen Ihre Axt nehmen. Ist Ihre Gesundheit niedrig, sollten Sie fliehen.
- Denken Sie daran, Ihre Kameraden und verdächtige Stellen zu Spy-checken. Mögliche Orte sehen Sie weiter unten.
Demoman
- If the enemy manages to get your Intelligence, place Stickybombs at the top of the long stairs and in the doorway of the spiral. By standing in the hay room and watching the Intelligence compass, you can accurately predict when and from which exit the enemy will appear.
- When the Intelligence has been dropped, the enemy may make a dash to retrieve it before the timer resets. Drop Stickybombs around the exposed Intelligence and wait. Often even visible Stickybombs will be ignored by Scouts rushing to pick up the Intelligence. Detonate and repeat. If you are under fire, move out of sight and listen for the alert, or watch the Intelligence compass to know when the Intelligence is being picked up.
- Standing on the grate next to the hay loft allows you to rain grenades and place Stickybombs in the area below and affords you some protection from incoming enemy fire.
- In the Intelligence room, place Stickybombs so that they appear to be right inside the Intelligence, hidden from view, and stay in the room and detonate when a Scout attempts to take it. Watch out, because critical stickybombs can ruin this tactic, since their glow will be visible, causing the Scout to hunt you down or shoot at the desk before attempting to take the Intelligence.
- You can lob grenades or stickybombs onto the enemy battlements to clear it of Snipers, Soldiers, and other players with long-ranged weapons. With the Grenade Launcher, you'll have to use the bridge as a cover. With that area cleared of enemies, your teammates can stand on your battlements safely or go through the enemy's front entrance without worrying about getting shot from the battlements.
- On the defensive, consider equipping a sword and the Chargin' Targe or Splendid Screen. There are many narrow corridors in 2Fort, and in these hallways, enemies will have a very hard time dodging a Demoman charging at them. You can also chase down an Intelligence carrier this way. This setup is also effective on the offensive, as long as you don't enter an area defended by a Sentry Gun. It is nigh-impossible to destroy a level-3 Sentry Gun, and you can be boxed in by the Engineer's teammates if you're not careful.
Stickybomb jumps
- It's possible to stickyjump onto the battlements, a particularly effective strategy, in combination with the Eyelander or any other sword, to surprise any Snipers.
- You can jump up through the grate with a single sticky, a useful strategy if you need the Intelligence.
- If necessary, you can stickyjump out of the water to surprise enemies at either base's entrance.
Sticky traps
- All enemies entering your base will have to pass through the courtyard to access the Intelligence, with the exception of Soldiers, Scouts, Engineers, and other Demomen. This makes it an ideal spot for a Demoman to set up Stickybomb traps. Good spots are above each of the two ground-floor doorways, and on the wall between those doorways, since these are hard to spot. Enemies entering the room generally stick close to the wall to avoid Sentry Gun fire from above. Scouts can sometimes slip in before you see them, but Stickybombs on the wall between the doors will still stand a good chance of taking them out. Another place for stickies is on the tiny wall in the short hall that opens to a small room
- The roof of the bridge is capped on each end by a triangle-shaped piece of wood. This area cannot be seen by approaching enemies. By placing Stickybombs here, you can eliminate open travel across the bridge (eight Stickybombs in this position will kill a fully healed Heavy/Medic combo).
- A Demoman on defense can essentially cut off enemy advances into his team’s fort by placing sticky bombs on the top of his team's grate. Sticky bombs placed atop the grate are able to splash damage enemies passing underneath the grate. It is difficult for enemies to destroy or move the bombs from this position, and if enemies attempt to do so, they will often leave themselves open to attack from your pipe bombs. Typically, 4-6 well placed stickies (you'll want an even spread, leaving you a somewhat predictable kill zone) can take out most enemies passing under the grate, but why not use all 8? Just be sure to keep your sticky launcher loaded. If you only use 4-6 stickies on the grate, that will leave you a couple stickies that you can place at the doorway at the top of the spiral stairs, essentially cutting off that path for Scouts, Demomen, or Soldiers trying to enter from the Sniper deck. You can monitor all of these stickies by standing in the corner just behind the grate (protecting your back from Spies). You can also lob grenades through the grate opening out the two front doors of your base from the grate.
- If your opponents wise up to your strategy, then try standing on the front side (water side) of the grate. This makes it practically impossible for you to monitor the stickies around the doorway at the top of the spiral stairs, but it allows you to put stickies at the corner of the grate nearest the sewer stairs, cutting off that path. Camping the grate allows you to defend several enemy attacks. For example, if enemy Engineers try building on the bridge, you can go to the Sniper deck and spam the bridge with grenades (be careful to stay out of enemy Sniper scopes). Say some opponents entered your base and start attacking the Engineers who have setup Sentry Guns in the courtyard; you're only a few feet away, so you can easily help them (remember that stickies are very useful for defending ÜberCharges by 'bouncing' the Übered players around, possibly breaking the Über connection). If opponents are pouring out of the sewer, just drop through the grate and spam the sewer stairs with grenades for a few easy kills.
- While camping the grate, it is important to take out the high priority targets like Medics (who may have a charged Über). If the Medics eventually learn that they can't get past you without using their Über, then they are forced to use it early, negating their ability to destroy Engineer defenses in the courtyard. Other high priority targets are Demomen and Soldiers, because they pose the most threat to you. Either one of these classes can fire bombs/rockets through the grate, making your life difficult. If you do need to retreat, you can still fire pipe bombs or stickies onto the grate to splash damage players passing under the grate (probably the same players who just chased you off).
- A way to defend the basement: First, place three Sticky bombs on the first left wall of the left Intelligence room corridor, near the entrance, as shown. These three bombs should not be seen by enemies coming from the spiral, but should be able to kill anyone that enters the corridor. Next, place another three Stickybombs on the left wall of the right Intelligence room corridor, near the corner, as shown. As with the first bomb spot, they should be placed so they are not visible to enemy attackers until they turn the corner. Finally, place the remaining 2 Sticky bombs near the Intelligence, in the middle of the basement, or around the corner of the L-shaft left exit. You are unlikely to actually use these, but their mere presence can make attackers hesitate before making their move, giving you more time to react. Since three Stickybombs is enough to trap each corridor, these two remaining bombs are basically free-form, but remember that placing them too far forward may alarm enemies and make them wary of other traps. When the Stickybombs have been placed, position yourself with your back to the basement resupply room, so you can see enemies coming from either of the basement entrances, and keep your Grenade Launcher ready to use.
- Alternatively place 4-5 stickies at the top of each corner leading directly into the Intelligence room and sit on the Intelligence looking directly down both corridors. The height of the sticky bombs will deceive enemies into thinking there is no threat, leaving you to detonate them when they come around the corner.
- If you know an enemy is heading towards the Intelligence room through the courtyard, you can lay a sticky trap on the L-shaft stairs near the doorway. Moving players cannot see down the stairs until they are on them. Similarly, if there are enemies entering the base from the sewer, they probably will not slow down while traversing the stairs. Therefore, stickies placed on the bit of ground by the top of the stairs can gib enemies, or at least make them step back.
Heavy
- The areas inside of each respective base are ideal for Heavy play. The tight quarters prevent enemy players from being able to escape your fire except at longer ranges, and the enclosed corridors and multiple corners allow for many ambush opportunities.
- If attacking the enemy base, beware of being ambushed from behind, especially when under the grate. The enemy has access to multiple avenues with which to attack you from, and your slow speed can prevent you from escaping in a timely manner if things go bad.
- Beware of Sentry Guns that enemy Engineers may place in their courtyards. These are often placed at angles where you cannot attack without exposing yourself, so your best bet is often to leave them to other classes.
- Due to the wide-open area between the two bases, spinning up your gun is only recommended if you can get under the cover of the bridge awning, as Snipers can easily pick you off otherwise.
- The sewers provide an ideal way to enter the enemy base without the risk of being killed by Snipers. The enclosed corridors prevent enemies from dodging your fire, and the water under the bridge can be used to ambush any enemies that try to jump down.
- Capturing the enemy team's Intelligence should not be your first priority, as even with the GRU you are not as fast as most other classes. Instead, try to use your firepower to cover your teammates as they attempt to capture it. Your mere presence can be used to attract enemy attention and give your teammates a chance at a successful capture.
Engineer
The following locations should be considered when constructing a Sentry Gun:
- On the ledge in the courtyard. It is important to place it no further out that the middle of the ledge (if you place it at the corner the Sentry Gun can be shot from the battlements without triggering it) and as close to the edge as possible, not at the corner, otherwise it cannot see down to the ground to fire upon incoming hostiles. By being up on the ledge, you cover the entire room, and there is only one way to destroy it without putting the attacker in range of the Sentry Gun. To destroy it, the attacker must come up from under it and use splash damage from below, or clip the corner of the Sentry Gun with their weapon. If the Sentry Gun is placed at the junction of the right side ramp and the top ramp, then it blocks the movement of enemy Spies into the hay room and has a shorter arc to turn in, to lock onto enemies.
- Note: On the Xbox 360 and PS3 version, Soldiers can use their rockets from below to damage the Sentry Gun on top. This is an exploit, although it still must be warned against as many a Soldier who knows the Sentry Gun's position can simply blow it up from the bottom of the courtyard.
- If you have the Pomson 6000 equipped and your buildings are in the courtyard, you can defend the area fairly easily by shooting at enemies in the hallways. The only way to the Intelligence room for Spies and Medics is through those hallways, and you can Spy-check and render an ÜberCharge push ineffective with this weapon's properties.
- Across from the Respawn area in the corner of the hay room. Place a Dispenser in the corner against the wall separating the grate doorway and the room. Then place the Sentry Gun against the wall (use alternate fire to rotate it) by the Dispenser facing the doorway to the spiral. This Sentry Gun covers the grate and battlements, which if the previous Sentry Gun was placed, not only protects the hay room, but also prevents access to the only other entrance to the Intelligence.
- In front of the fire extinguisher on the spiral. This is very important if you want to eliminate Scouts coming from the second floor trying to grab the Intelligence, then using the spiral. Since you're placing the Sentry Gun in front of the fire extinguisher, this is the midpoint of the spiral. This spot isn't visible from the entrance of the spiral. Build a Dispenser sideways on either side, then place the Sentry Gun in front of the fire extinguisher wall. This is an uncommon yet good way of taking out opposing Scouts. Soldiers and Demoman who rocket/sticky jump to the top floor and enter from the spiral will also be surprised.
- The 'mid' point in the sewers. It's very important that you build it facing the short pipe, and not the long stretch. Don't build it in the corner facing both pipes (it can be splash damaged there). Instead you want to build a Dispenser against the wall in the corner (facing the long pipe) and then build the Sentry Gun in front of the Dispenser (angled so it is facing the short pipe). What you end up with is a Dispenser flat against the wall with the long pipe in it, and the Sentry Gun up against the Dispenser, but facing the short pipe. There is no way to get enough splash damage on the Sentry Gun from this position to blow it up easily, and it locks down the sewers. This can also be used offensively by building it in the enemy base. Of course, you must still watch out for Spies, who over such a short distance will be fully cloaked and be able to come right up to you before decloaking. If your back is visible, they will be able to backstab you with surprise. The Sentry Gun will then kill them, but without its Engineer, it is much more vulnerable.
- In your Intelligence room, in the 'short' corner (the corner between the two doorways). The placement of this Sentry Gun is very tricky to get perfect, but if you do, it's very hard to take down. To place this Sentry Gun correctly you should to put it as far into the corner as possible (use alternate fire) and at a 45 degree angle. Next you want to place your Dispenser in front of the Sentry Gun, but rotate it so that the short side of the Dispenser is what block's the Sentry Gun's field of view. The Dispenser should be placed just off center, so as to not block the line of sight to the Intelligence or either doorway. An alternative is to place the Dispenser out of sight, behind the desk. It is much more vulnerable here, but often goes unnoticed.
- Under the enemy grate. This is a very unlikely position to attain and hold. However, if you can get a gun built here, it is possible to jump onto your gun and then jump up to place a Teleporter exit on their grate. If you end up in a game where the enemy is turtling in their courtyard or Intelligence room but otherwise letting you walk in their front door, you could utilize this strategy to surprise them.
- Under your grate, while your Dispenser goes in the nook between the entrance and the courtyard. If you can get your Sentry set up here, it will surprise enemies coming through the entrance and up from the sewers.
- Rather than a permanent location, the spiral or the short staircase from the courtyard to box your enemy in once they have your intelligence. Drop a Sentry Gun at the end of one escape route (a Mini-Sentry is best-suited for this!) and take the other route yourself to box the escaping enemy in the basement. A flag-carrying opponent will more likely try to avoid combat with you or the Sentry Gun, and focus on escaping with the briefcase.
- The center of the Intelligence room facing into the corner between the two entrances. Placing it here maximizes the response time of the Sentry which has a direct line of sight down both corridors. This can be effective against classes with relatively short range weaponry and will suffer minimal damage. However, the Sentry is slightly more vulnerable to long ranged weaponry in this position.
- On the ledge between the hay room and courtyard, especially at the beginning of a round. This allows the Sentry to shoot at careless enemies who try to run through the hay room and courtyard, and it gives you easy access to metal to upgrade. It's easy to defeat a Sentry in this position, so once you're sure the other team isn't rushing into the base, move it to another spot.
- In a different area from a teammate's Sentry Gun. For example, if he chooses the main entrance, build in the hay room or elsewhere. That way, if invulnerable or buffed enemies destroy or evade one gun, the other could still stop them or slow them down and give the owner of the destroyed Sentry time to rebuild.
- In a different place from where it was a few minutes ago. During a lull or if your teammates are covering defense well, move your Sentry to another spot, like from one corner of the courtyard to another, or even to a different room altogether. Enemies who have seen it will assume it's in the same place and will have to organize another strategy to avoid or destroy it.
Stacking the Intelligence Room
This strategy is rather simple to execute and very efficient to enforce. It comprises building a Sentry Gun on top of or directly next to the Intelligence briefcase, and a Dispenser directly behind the Engineer. A Teleporter exit should be placed in the Intelligence room as well, so that teammates can speedily access it (to support the Engineer). The Engineer will sit on the table between his Sentry Gun and his Dispenser and simply wait for an enemy to enter the room.
The ideal placement of Buildings for this strategy is: having the Dispenser to the side of the desk nearest the window but with space behind for the Engineer to stand, and having the Sentry Gun be positioned to cover both entrances and as much of the room as possible. The Engineer can then sit in the Sentry Gun nest with his back covered.
As an Engineer, you could also consider placing Teleporters near to the Intelligence room. Many Spies will be unable to resist Sapping these on their way to the Intelligence room, giving you an advance warning of their approach, even if the Spy has activated his Cloak afterward.
The most common methods for fighting against this form of Engineer-stacking defense are:
- An ÜberCharged Soldier, Pyro, Heavy or Demoman.
- Two Spies; one Spy will try to sap the Sentry Gun and the other to take the Intelligence.
- A Demoman firing Stickies or Grenades from a safe position.
- A Soldier firing rockets at the Engineer (and not his Sentry Gun) from a safe position.
If you are having trouble dealing with enemies using this method, one tactic is to fire at enemies from the hallways that lead to the Basement with either your Shotgun or Pistol. Once an enemy spots you, run quickly back to the Intelligence room, as if you were fleeing in fear. By doing this, you may lure an unsuspecting player into hunting you to the Intelligence room, and having the player meet his demise in the form of your Sentry Gun.
Booby-Trap the Moat
If the opposing team is abusing the Sewers of your team, you can stop them quite easily.
First build a Sentry Gun in the water-filled moat directly under the bridge or in one of the corners which are closest to the enemy side of the Sewers. This is quite useful for you (and your team), both for scoring easy kills and playing mind games with your opponents. This works especially well for the BLU team as their buildings blend in slightly with the water. However make sure that you are not found by an enemy whilst erecting your Sentry Gun, for you are an especially easy target for during this time. Engineers will often abstain from upgrading their Sentry Gun to level 3 as long as possible in the water, as the rocket module has just enough height to poke above the surface of the moat, grabbing the attention of Soldiers, Snipers, and Demomen.
The best Sentry Gun placement by far is underneath the bridge at the entrance to the pipes for the enemy team. This is extremely efficient and effective at gaining kills and restrictions. By placing the Sentry there, upgrading it to level 3 and letting it simply run by itself will block off access for the enemy team to either pipe, kill anyone on the enemy team who is in the water and most importantly, let your team abuse the sewer line, something which the enemy often doesn't have time to counter, as most pushes are done on the bridge and in the battlements.
Forward Base in the Water
Build a Teleporter exit in the small room that connects the sewers to the stairway leading up into the enemy base. This area can then be controlled by building a Dispenser (usually at the bottom of the stairs) and a Sentry Gun. This forward Teleporter allows newly-spawned players to quickly proceed deep into the enemy base without having to fight their way over the bridge or through the sewers.
The largest downside of this strategy is that all of your buildings may be taken down with ease by a skillful Soldier, Demoman, or a small group of enemies who are working together. One way to help prevent your base from being destroyed with ease is to have an Engineer place a Sentry Gun in the water under the bridge. As it is underwater, enemies will not notice it at first and will therefore be harder to attack. If you have some teammates in the sewers with you helping defend your buildings and hold the territory, then your base will be very hard to take down short of an enemy ÜberCharge.
Forward Base in the Enemy Front Door
Build a Dispenser and a Sentry Gun in the right-side entrance of the enemy base. For maximum effect, there should be two Engineers there to keep the Sentry Gun intact, and one or two Pyros to root out Spies who come to sabotage the operation. This surprisingly defensible position makes it difficult for enemies to enter and exit their base. The common configuration is to place the Dispenser in the corner of the room, sandwiching the Engineers between it and the Sentry Gun. However, this plan is rather quickly defeated by a single Demoman laying eight Sticky bombs into the area via the grate room. From there, he can lay the Sticky bombs with impunity, and detonate them, possible destroying the entire base and getting a few kills in a single blow.
Engineer Flanking
Place your Sentry Gun against the Intelligence, either on top of it, or in the corner against the glass. This way, when enemy Soldiers, Heavies, and Demomen come around the corner, they immediately get shot and back away. After the enemy has retreated and cannot see you, immediately go into the alternative corridor and flank the opponent. This also works well with a Medic and Medic buddy pair; flank the pair while they are concentrating on trying to take down your Sentry Gun, kill the Medic and retreat back to your Sentry Gun to repair it. The short corridors in the basement are perfect for trapping your opponents between your Sentry Gun and your weapons fire, and as such this can be a very deadly form of attack for an Engineer.
Medic
- In general, always try to venture out onto the bridge area only when there is already a friendly presence there. Enemy Snipers will rarely pass up the chance to kill a Medic.
- The Crusader's Crossbow is a useful weapon for countering or suppressing enemy Snipers firing from their team's battlements. While the odds of getting a kill are fairly low, simply preventing a Sniper from getting a clean shot is often enough to succeed.
- As a Medic, you have several options to ÜberCharge or be a team player.
- Tag along in a group of three or more, while pocketing them only. This builds ÜberCharge very fast, and has a high success rate of securing the Intelligence when timed correctly. If solo, consider pocketing a Demoman or Heavy on this map, as their high damage intake and out take is enough to break through almost any defense with a nicely timed ÜberCharge and will take so much that your ÜberCharge rate will build faster.
- Stay at the courtyard or on the first floor and heal anyone who needs it. Do not pocket heal anyone, no matter how tempting. This will be very rewarding for your team and all general combat, but it doesn't unlock the full potential of the Medic. Consider then going back to the first strategy listed when you have your ÜberCharge ready. After breaking through their defenses, go back to your earlier area and keep healing everyone.
- Circle the basement floor with someone else and have an ÜberCharge ready. It's nearly impossible to escape an ÜberCharge against someone, especially a Soldier, Demoman or Heavy in particular. When the Intelligence is stolen, pop nearby and wait until he comes out. Try organising a Pyro to continually Spy-check the surroundings while you pocket him. This is the most reliable and safe way to use the Medic, but limits its' potential even further.
Sniper
- Sniping from the ground floor in the dark areas near the base exits gives a relatively safe view of the upper tier.
- Shooting from the water can take out the opposition on the bridge or the far bank.
- 2Fort is an excellent Sniper's map, but as the common strategy reads, you need to switch locations. An example would be to start on the supply room side of the Sniper deck. Put your back against the corner, this gives you a clear view of the opposing team's supply room side, and helps you resist Spies. The only way Spies can really get you is though shooting or stabbing your front side which, by the time you notice, you can heal up, then kill the Spy. After a few kills, it's best to move down to the lower side, any users that may switch to Sniper will expect you to be on the Sniper deck, going down on the lower deck can really give you the advantage. Going outside and to either corner is good because this gives you the top and bottom decks of whichever side you chose, and the bridge. If you chose the left corner, you can take out any foes on the right lower deck, but is rather difficult to get good aim. Finally, going back up on the Sniper deck and sniping though the windows is a good option. The enemy will fear using the bridge, and will most likely take the water; the windows on the Sniper deck give a good view of the water. Enemy Snipers might try and corner you with each Sniper at opposite ends, it's best to take them out one by one, but the Sniper deck windows gives you a clear vantage point for the attempted counter.
- Jarate is an excellent choice here. Even blind Jarate tosses can potentially coat an entire bridge push. It is also possible to hit across the bridge with Jarate from a jumping high arc throw from the battlements; this can be good if a just missed Spy that cloaked got away, and you have an approximation to his location, leaving him vulnerable to kills or forcing him to the water.
- Scouts are also a problem for Snipers here, almost more so than a fellow Sniper. It's a common tactic for Scouts to rush your battlements by hopping from theirs and running the top of the bridge. Though, a quick, well timed shot at the zenith of their jump can knock them out of the sky or at worst send them off course and into the ground or water. If a Scout actually makes it across, it's for the better to fall back to resupply and plan an ambush, or let someone better at close quarters handle the situation. However, you can make them rethink their decision by a quickly thrown Jarate, which will usually make a Scout turn tail.
Spy
- There are four main tasks for a Spy on 2Fort:
- Killing Snipers on the battlements.
- Destroying Sentry Guns.
- Killing enemy players as they cross the bridge.
- Getting hold of the enemy Intelligence.
- The best way to get into the enemy base is to run from the spawn over the Sniper deck and into the water. Cloak before you come out onto the Sniper deck, so that you are fully invisible as you step out and fall down into the water. It is also possible to jump across the poles on the outside of the bridge. This is effective at avoiding and getting around Spy checking but looks highly suspicious when decloaked. Once you're under the bridge and so well shielded from above, uncloak. Don't forget to get your Revolver out - you're running towards the enemy in a narrow passage, so the Knife isn't useful. Run through the sewers and up the stairs into the enemy base. Once you get to the top of the stairs you then have a choice; you can take the left passage, if you want to go for the Intelligence, or you can go straight on, if you wish to attack enemy Snipers on the Sniper deck.
- If you go left, the ten seconds of Cloak is just the right amount to let you be fully cloaked as you turn into the longer passageway leading to the open air area, and remain cloaked right up until you're far enough down the back stairs to the basement that you won't be seen. You then continue down into the basement, dealing with whatever is down there and then taking the Intelligence.
- If you go straight on, Cloak as late as possible before coming into the open air area and running up the main stairs. Then cross over into the Sniper deck and kill the Snipers there. Once you've done this, don't stay on the deck; when they respawn, they'll be looking for you. Either drop back down to your own base for a quick break, or better, run into the Grate room and disguise as a Demoman. You're out of sight, and if someone does come in, there's a chance they may think you're holding a Stickybomb trap from that position.
- Although it is a bit tricky, it is possible to crouch on the edge of the bridge and walk along it to the other base. Such tactic will save you from random spam going on the bridge and if you get ignited by a Pyro there is always a chance to drop in water. Naturally, this is best done with Cloak and Dagger.
- If there is more than one Sniper on the deck (And there usually is) They might notice you backstabbing their buddies. As the Sniper decks are fairly cramped, they'll usually pull out their Kukri and charge you. To circumvent this, the best strategy is to run around the structure in the middle of the Sniper deck, Cloak, and then crouch-walk onto the tiny ledge that surrounds said structure. You can then laugh as the Sniper runs around, swinging his Kukri at everyone and everything. This also gives your OWN Snipers a good giggle, and an easy target. Snipers will catch onto this strategy eventually, and try to get onto the ledge as well...all the more fun for your own Snipers. Just remember: This ledge can save your life.
- If however you simply want to get kills, a good place to wait is up against the front of the opposing fort. Enemy players generally spawn and then run to the Sniper deck and fall off to the area in front of the bridge; very few players actually exit via the ground floor. As such, a Spy waiting up against the front of the fort isn't seen and is behind the enemy players as they run down the narrow, straight bridge.
- A good spot to recharge your Cloak in the enemy base is behind the boxes/barrels near the entrance to the enemy's sewers while crouched. This area is hardly checked, and if your team is attacking from the enemy sewers, this serves as a good chance to backstab any enemies running past you.
- The best Cloak recharge spots are usually in blind spots or corners. Popular and well tested recharge spots include:
- The front wall of the opposing enemy fort.
- The corner in the water right next to the staircase in the sewers.
- The corner at the upper level exit of the spawnpoint that has multiple exits.
- Under the stairs in the Courtyard directly under the Spawn Room.
- The corner of the narrow staircase entrance to the Intelligence room.
- There are a lot more to try out, but these spots are generally the most effective for both recharge purposes but also the element of surprise and as a result backstabs.
- The Cloak and Dagger can work wonders when trying to take out Sentry Gun's in the enemy Intelligence room, as it will allow you to remain infinitely cloaked, so you can time when to strike. If the Engineer is in a spot where he cannot be back-stabbed, the Ambassador can work as a great alternative, as 1 Headshot and 1 bodyshot can kill the Engineer. Make sure to be hiding out of the Sentry Gun's range when attempting this.
Multi-Class Strategy
Knock back
- Knockback is of little use here, but can be useful for knocking enemy Snipers off the upper deck and hoping to kill them with fall damage (Or at least throw off their aim.)
- Knockback can also be useful for separating Medic's from Heavy's by airblasting the Medic or Heavy into the water below the bridge.
Invulnerability
Main articles: ÜberCharge and Bonk! Atomic Punch
Good places to use invulnerability include:
- The enemy courtyard: It is usually full of Sentry Guns, but crucial to capturing the Intelligence, so it is useful to turn invulnerable and burst through their guns.
- The enemy sewers: If the opposing team is camping out the sewers, it shouldn't be too hard to run through the area with a well placed invulnerability.
- Bear in mind that if using the Bonk! Atomic Punch, you can't activate it while holding the Intelligence. If you forget this while about to pass a Sentry nest, you will drop the Intelligence there, making it extremely difficult for your team to get.
- Similar to the above, activating an ÜberCharge will only apply its effect on the Medic, though he can still heal the player carrying the briefcase.
Ambushing
- The sewer entrance into the respective bases have various blind spots that can be exploited, particularly just above the stairway into the base and the corner just next to the entrance. It is also possible to jump down into the sewers from the outside, and box players in and deny them the ability to reach the water.
- Hiding on the battlements and watching the bridge area is a good way to ambush enemy players as they attempt to push across. When playing as RED, the shadowed areas on the left side of the battlements can be used as concealment.
- The base entrance into the sewers are also a good place to ambush players when on RED. As the RED base has a stack of crates just outside of the entrance, they can be used as quick concealment to fool passing enemies.
- The outer walls of the enemies' fort are also an excellent place to ambush enemies dropping down from their battlements. With enough help Engineers may be able to set up a Sentry Gun or a complete nest for a temporary stronghold.
Useful shortcuts
- If the enemy courtyard is blocked off by Sentry Guns, try going up through the grate, then quickly making a left at the ramp to the Intelligence. The Sentry Guns won't turn fast enough and the route is extremely short. If you do get hit, there is a small healthkit at the entry point, with a medium one just a little further down.
- The third spawn point (even though it has no spawns) is located at the base of the staircase to the Intelligence, and is very little used. Engineers looking to upgrade their Sentry Guns should use this area rather than waiting for their Dispenser or medium ammopack to recharge. This can really speed up upgrading time.
- If the main courtyard is full of Sentry Guns and enemies try double jumping onto the balcony as a Scout. Not only a classic shortcut but also easy to kill Snipers and helping your team safely move forward.
Team strategy
Single Class Rushes
The Scout Rush
This will generally only work for the first Intelligence capture of the game. Split your team up into two teams of Scouts. Referred to herein as "Group A" and "Group B".
- First, groups A and B must jump onto the roof which covers the bridge at mid. Group A must then jump onto the enemy team's battlements, run past the other team's spawn room and into the upper courtyard (the area which contains some sloping ramps behind spawn). This push finishes with Group B in the Intelligence room after running down the back straight staircase. After jumping onto the roof (which is over the bridge, once again), Group B must fall off into the water at mid and progress through the sewers. At the end of the sewers, Group B must run to the courtyard (the area directly to the right of the enemy's spawn room). Group B then continues from the top of the stairs and into the Intelligence room. When the Intelligence is taken, provided enough players are alive, the Scouts must protect the Intelligence carrier by leading them back through the Ramp Room (to draw Sentry Gun fire) and thus back to your base. Having a stream of players prepared to protect the Intelligence carrier is highly recommended. Repeating this maneuver will allow the Intelligence to be quickly regained if dropped and continually pushed closer to your capture point.
- The advantage of this coordinated Scout rush is to overwhelm the other team's defense on two fronts at the start of the game. The opposing team will have had little time to setup defenses, which the fast moving classes will be able to exploit.
- If you arrive at the enemy Intelligence room and find it unguarded it is recommend having a spare Scout (or two) stay behind for a fast second capture.
- The advantage of this coordinated Scout rush is to overwhelm the other team's defense on two fronts at the start of the game. The opposing team will have had little time to setup defenses, which the fast moving classes will be able to exploit.
The Engineer Rush
This will work for keeping your enemies at their base. The appropriate weapon to use here is a Gunslinger with a mini-sentry. Split your team into three teams of Engineers. Referred to herein as "Group A", "Group B", and "Group C".
- First, group A should go into your Intelligence room and set up. You should have a sentry in every corner of the room. Also, it is useful to have a sentry in the basement room, right outside the Intelligence. Then, group B should attack the bridge and set up a barrier. This should keep enemies from crossing and exiting their building. Finally, group C should attack through the sewers, and then split into to two. One group should set up in the enemy sewer room. The other should infiltrate the base and set up there.
- The advantage of this coordinated Engie Rush is to overwhelm the other team's offense and confuse them.
- If you can infiltrate the enemy base and find the Intelligence room unguarded, try to set up a teleporter right behind the desk in the Intelligence, where the enemy cannot see it.
- The advantage of this coordinated Engie Rush is to overwhelm the other team's offense and confuse them.
Multi-Class pushes
Controlling the Sewer
- Firstly the team attempting this strategy must clear the enemy team's Sewer of enemies. After clearing out the enemy's Sewer, an Engineer needs to build a Dispenser and Sentry Gun at the inner corner of the room which connects the two main pipes in the Sewer. He then has to build a Teleporter exit near to his Dispenser, and a Teleporter entrance at his spawn, for quick access to the enemy Sewer.
- This strategy will help your teammates get to the enemy base quicker. As a precaution, make sure that the Sentry Gun is in a good spot for firing at enemies who approach the Sentry Gun nest and not in a spot where it will be easily have its Health chipped down.
Sniper's can stay at either end of the tunnel, at the top of the stairs, or at the Sentry Gun and halt enemy progress. This helps stop people coming into the sewer or people leaving where the Sentry Gun is.
Invading Through the Sewers
- If your enemies are foolish enough to leave the Sewer entrance to their base unguarded, punish them by using the area to establish a foothold in their territory. To start with, travel through the enemy Sewers to the stairs. Then ascend the stairs, and place a Dispenser to the left of the door which leads to the Ramp Room. After that, place a Sentry Gun directly in front of this door. An upgraded Sentry Gun in this position can effectively cut off the enemy's access to the entire first floor of their base (although they can still use the grate drop-down). A Teleporter exit placed behind the stairway can be used as a safe entry point for your team. The only weakness of this system is that it is possible for an enemy Demoman to lob Grenades at the turret from the stairway; however this is easily negated by having a Pyro nearby.
- This setup is nearly impenetrable without an ÜberCharge from the other team.
Invading the Enemy Intelligence Room
- One strategy is to set up defenses and a Teleporter in the enemy's Intelligence room. This is difficult to achieve; a single Engineer can potentially sneak into the room and set up defenses, but he is extremely vulnerable and can be easily taken down.
- To start with, use a coordinated rush and have your teammates guard you while you build. Save a solo trip for instances when the enemy has almost totally gone on the offensive, but has neglected their defense. If the enemy team has Sentry Guns set up at the entrance to your fort, you can perform a suicide run to try and count the Sentry Guns assembled, or change to the Spy, and Cloak to do the same with a reduced risk of dying. Once you have an idea of how well defended their base is, switch back to Engineer, set up a Teleporter entrance, and take to the Sewers to gain entrance. Beware enemies coming through your Sewers, although the enemy Sewer should be empty. When you reach the Ramp Room, make sure to take the stairs closest to the staircase which leads to the enemy Intelligence, which is the safer way into the Intelligence room. Generally, spawning enemies will leap off the Battlements, and will be less likely to enter the Ramp Room. Do not use the Spiral, as spawning enemies can spot you. When in the Intelligence room, set up a Sentry Gun first. It is your best defense, which you will need when setting up alone. Build a Dispenser next, using the Ammo cache outside the room to stock up on Metal as it builds. Once the Sentry Gun is fully upgraded, place the Teleporter exit. Alternatively, build the Teleporter exit first, and tell your teammates to take it and cover you while you build your Dispenser and your Sentry Gun.
- If successful, you now have an excellent foothold in the enemy base. You can easily reach the other team's Intelligence, and the enemy will be almost unable to capture yours, being cut down by Sentry Guns at the home stretch. Things to especially look out for are Spies, ÜberCharged opponents and Demomen.
Bridge Push
- One strategy is to set up a second base, while invading and defending your own base.
- Try to see if you can possibly use your Wrangler or an friendly explosive jump to get on top of the bridge awning. Once you get there, set up a Dispenser and regenerate enough metal to get a teleporter set up there, so you can get Heavies and Pyros to help protect you. Then, have your Heavies hold off any enemies whilst you set up your level 3 Sentry Gun.
- If successful, you now are protected against all the classes, with the exception of soldiers and Demomen. It is vital to have a Pyro up there reflect projectiles.