Community Medieval Mode strategy
Revision as of 03:41, 10 January 2011 by WindBOT (talk | contribs) (Applied filters to Medieval Mode strategy (Review RC#300805))
Medieval Mode is a game mode added with the Australian Christmas update and is currently only activated by default on the map Degroot Keep. As only certain weapons are allowed, class balance is drastically altered from normal gameplay.
General
- By default melee weapons have a 12% chance of Critical hits rather than the 2.5% chance of ranged weapons. Critical hits cause around 195 damage meaning all but Soldiers, Eyelander Demomans carrying 4 heads and Heavys can be killed in one hit. Be aware of this when using weapons that cannot Crit.
- In Degroot Keep, the rocks around the tower at point B can be traversed by either team to surprise the enemy, although it is harder for BLU to scale the rocks onto the point.
- The console code "tf_medieval_thirdperson 1" can be used to aid in melee weapon aiming.
Scout
- Because all your weapons deal less damage than other classes use your speed to your advantage and circle-strafethem to get as many hits as possible while taking few.
- Throw Mad Milk when you see a large gathering of players.
- Because you can only use melee attacks, using Crit-a-Cola is very risky.
- The Sandman's ball gives the Scout a ranged attack, albeit a very weak one.
- Without the presence of Sentry Guns, Bonk! Atomic Punch is limited to distractions and escapes.
- As the only form of explosive damage in Medieval Mode is the Ullapool Caber, you can use the Candy Cane with relatively low risk.
- The Special Delivery set grants an additional 25 Health. This gives you 150 Health as opposed to 125 without the set or 110 with the Sandman equipped. Even if you can't select the Shortstop, 150 health is very useful (However you are restricted to Mad Milk and Holy Mackerel).
- Use the Mad Milk for spychecking, as the Spies will be affected by Mad Milk, like Jarate.
- Try not to miss hits when using the Boston Basher, or you may hurt yourself and become an easy kill.
Soldier
- The Buff Banner and Battalion's Backup can be useful in the absence of Übercharges.
- Use the Shovel if you want consistent damage at all health levels. Otherwise, the Equalizer should be taken.
- Due to melee attacks registering as bullet damage the Pain Train is not a good choice.
Pyro
- Due to the lack of buildings and fire, the Homewrecker and Axtinguisher are poor choices for Medieval Mode.
- The Powerjack and the Back Scratcher's higher damage can really come in handy. When using the Powerjack, if you also have the Attendant and Degreaser equipped, your speed becomes higher than a Medic's. Since melee weapons register as "bullet" damages, you will also be more vulnerable to melee attacks.
- The Back Scratcher is ideal for Medieval Mode, as there are no Mediguns and everyone drops medkits upon death.
Demoman
- The Demoman has the most melee weapons of any class, try out different combinations in Medieval Mode.
- Due to the Stickybomb Launcher being unavailable, use of the Chargin' Targe is highly recommended.
- The Eyelander's ability of collecting heads, as well as its larger range, can prove to be greatly useful.
- The Scotsman's Skullcutter in combination of the Chargin' Targe can work very well due to its higher damage and chance of random Crits.
- The Ullapool Caber is the only weapon capable of causing explosive damage (barring the Soldier's Kamikaze taunt), and can easily take out a cluster of enemies with a full Crit charge.
- The blast knockback from hitting an enemy can lift you up from the ground to the castle's battlement, allowing for distracting Snipers if on offense or a quick getaway on defense.
- On the BLU team, use the Ullapool Caber with the Chargin' Targe for a Kamikaze like attack.
- This is especially useful when a crowd of enemies are on the final point as the Caber will do quite a bit of damage to all nearby enemies.
Heavy
- The Buffalo Steak Sandvich can be used to grant Mini-Crits for your melee weapon. Use this to your advantage in Medieval Mode, but beware all hits taken will also be Mini-Crits.
- The Killing Gloves of Boxing can guarantee Crits for 5 seconds after a kill with them. Use this to your advantage in areas with many enemies, such as the final control point.
- Use of the Gloves of Running Urgently is not recommended because of its health draining effects and its low damage output.
- Use of the Fists of Steel is not recommended for Medieval Mode due to their effect of boosting the Heavy's vulnerability to melee weapons, which are widely used in this mode.
- The Warrior's Spirit is recommended due to its high damage output and ability to Crit.
- The Buffalo Steak Sandvich and the Killing Gloves of Boxing can be a devastating combo; the initial Mini-Crit buff can lead to the K.G.B.'s Crit buff, which in conjunction with Steak Sandvich's becomes extremely deadly.
Engineer
- Without the ability to construct, the Jag is not recommended.
- With the Southern Hospitality, the Engineer can Spycheck in the absence of Pyros.
- The Gunslinger gives the Engineer a much needed extra 25 health, a guaranteed Crit after three successive punches on an enemy and a Taunt Kill.
Medic
- The Medic works best when equipped with Medieval Set weapons as the Mediguns are disabled.
- Make sure to memorize the ammo placements, as the Medic is the only class besides the Sniper which has a reliable ranged weapon.
- Due to the inability to Übercharge or Kritz-Charge, use of the Vita-Saw or Übersaw is not recommended.
- However, you can still use the Spinal Tap taunt kill while equipped with the Übersaw, at the cost of 20% slower firing speed.
Sniper
- When on the BLU team on Degroot Keep, once the gate opens, position yourself in front of the gate, spam arrows toward the capture point and duck to the side out of the gate's line of fire after each shot then reload. People will be clustering in the capture point and it will be easy to hit opponents without much aiming.
- When on the RED team on Degroot Keep, once the gate opens, put yourself in a position where you can shoot outwards through the main gate into the battlefield. As most enemies will be rushing in a straight line through the corridor toward you with melee weapons, it will be very easy to hit them as well.
- Remember that arrows can pass through the holes in the gates and the tower window slits.
- Snipers that focus on sniping should use Razorback to prevent backstabs by Spies. Snipers that use the Huntsman as merely a ranged weapons (and willing to get into melee range) should consider equipping the Darwin's Danger Shield.
- The Bushwacka is only useful when teamed up with a Buff Banner Soldier, against a Scout under the effects of Crit-a-Cola or against a Heavy under the effects of the Buffalo Steak Sandvich. However, since the only way to catch fire in the Medieval Mode are flaming arrows, the Bushwacka is still given some advantage over the Kukri.
- Snipers can still light their arrows using the torches spread through Degroot Keep.
- Except for the Medic, the Sniper is the only class that can used range weapons in Medieval Mode.
Spy
- Stay out of direct melee fights. Instead, backstab enemies when they are distracted in battle.
- Without the presence of the Flamethrower, Spies are harder to find. Classes with bleeding effect weapons can be substitute spycheckers.
- The best time to stab is when the gate is open and the defending team is focusing their attention on the gate leaving them prone.
- Watch out for Scouts, as they may have Mad Milk, that will sabotage your Cloak.