Community PASS Time strategy

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This article is about Community PASS Time strategy.

General strategy

  • Team work is key. Passing the ball between players not only ensures a good mobilty and agressivness of the team, but also fills up a Jack Power meter.
  • Protecting the goal is important. While having a few Sentry Guns near the goal isn't a neccesary good idea as it promotes the slow not fun turtling gameplay, having a one Sentry Gun or a person staying near the goal is a really good idea.

Jack Power strategy

  • Pass the ball to teammates in order to fullfill the bar, and open the bonus goal. Once the goals are opened, it's really easy to win by scoring the ball into the goal.
  • Once goals are opened, try to not let the other team get into the possesion of the Jack. Remember, once the opposite team gets the Jack, the meter goes into their possesion, so they can score into your bonus goal.

Class-specific strategy

Leaderboard class scout.png Scout

This gameplay is best suited for the Scout. His stock speed makes him incredibly valuable to the team for scoring. Each team should have at least one Scout (more Scouts working together allows quick passing of the Jack for faster scoring). He can use the side of the map through small corridors or tops of roofs to avoid any dangers. His weakness is his health as many Engineers put their Sentry Guns at the end of the map.

Leaderboard class soldier.png Soldier

Soldier, along side Heavy, is the best at assisting the Jack carrier. This especially applies when the class holding the Jack is of the weak nature, like a Scout or Medic. Additionally, due to abbility to rocket jump, he have a really good mobilty in this mode. It's the best to pair the rocket jumping with jump pads, to achieve really high jumps, sometimes when did correctly the player can be shot across the map. Soldier is also a good scoring class, rocket jumping and intercepting the ball in the mid-air is a really good strategy, and can lead to some combos when did correctly near the goal.

Leaderboard class pyro.png Pyro

He is the third class, after Soldier and Heavy, to assist the Jack holder. Due to his abbility to deflect projectiles, Pyro is a really good protecting class. However despite that, it's not usually deployed.

Leaderboard class demoman.png Demoman

He in most cases is only deployed to destroy the enemy's sentry nest, or to protect the Jack. Demoknight can be also good at stealing the ball, since after attacking the enemy holding the Jack with melee, the Jack is stealed. His Demoknight variant can be then a really good "Steal and Pass" class.

Leaderboard class heavy.png Heavy

A really good class to assist the Jack holder. Becouse of his power, he in most cases is really good to fend off enemies from the Jack holder, and allow the holder to score. Due to the abbility to run as fast as the fastest running teammate near the Jack holder, his speed can be even the same as Scout's speed near the holder, making him much more deadly. Pairing him with Medic will ensure his survival even more.

Leaderboard class engineer.png Engineer

Usually a class that can both act defensively and offensively, the Engineer mostly sets up a Sentry Gun near the goal. Depending on the map, the sentry can be setup further or closer to the goal.

Leaderboard class medic.png Medic

Mainly a good class to heal a pack near the Jack holder. His role is really important as always, pairing him with a strong class like Soldier or Heavy can ensure the team victory. Despite this, he is deployed rarely unfurnately, as in most cases having few Scouts passing the ball to each other can recompansiate not having an active healer.

Leaderboard class sniper.png Sniper

Sniper is most cases a good area denial class. Due to nature, and the space of Pass Time maps, Sniper in most cases can camp on roofs and important choke points, like goal areas, to deny any enemy from entering.

Leaderboard class spy.png Spy

Class usually deployed depending on how the other team plays. If the enemy team goes not actively guard their goal, a Spy can hang around the enemy goal using Cloak and Dagger and uncloak to receive a long pass from a teammate from the roof. If the enemy team is guarding with, for example, a Sentry Gun, a Spy must take it out so Scouts can continue.