Stratégie communautaire de Snowycoast
Cet article traite des la stratégie communautaire de Snowycoast.
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Snowycoast | |
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Informations de base | |
Type de carte : | Charge utile |
Nom du fichier : | pl_snowycoast
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Date d'ajout : | Patch du 17 décembre 2015 (Mise à jour Tough Break) |
Développeur(s) : | E-Arkham FissionMetroid101 |
Informations sur la carte | |
Environnement : | Enneigé |
Cadre : | Neigeux, Nuit |
Dangers : | Falaise |
Objets sur la carte | |
Kits de soins : | ×10 • ×9 • ×3 |
Boîtes de munitions : | ×1 • ×16 • ×5 |
Photos de la carte | |
Vue aérienne | |
Sommaire
Stratégie générale
- La carte a deux grilles dans lesquelles le wagon sera immobile jusqu'à ce que les grilles s'ouvrent. Les RED peuvent utiliser ce temps pour mettre en place une défense appropriée. Cependant, bien que le wagon reste immobile jusqu'à ce que la grille soit ouverte, les joueurs BLU peuvent passer par les entrées latérales.
Class-specific strategy
Scout
- Scouts can excel on the first and last points, especially on defense, but should be extra careful in the caves. On the first point, use the fences and rocks to keep yourself airborne and avoid explosive spam. Once BLU has captured the first point, use your speed for hit and run attacks between the flanks. Scouts should avoid lingering in the caves. Hold back on your team's side of the entrances and pick off stragglers from the enemy team that push through.
Soldier
Pyro
- During the last stretch by the UFO crash site, Pyros can use their airblast to push enemies off the cliff to their deaths. This is especially useful for the RED team for the final cart ramp is small and over the cliff, allowing for easy environmental kills.
Demoman
- Past Checkpoint A, the map is extremely close quarters, making Grenade Launchers extremely effective.
Heavy
Engineer
- There are numerous "good but not great" sentry spots throughout the map. Learn which ones work best with your loadout and playstyle. Watch out for locations that appear to be a good spot but can outranged by the enemy. There are a lot of opportunites for sneaky teleporter exit locations; use this to help move your team forward.
Medic
Sniper
Spy
- Spies should be able to make their way through key areas of the map while completely cloaked thanks to the abundance of ammo packs. After the second point is captured, both RED and BLU Spies should make use of the small cave entrance from the kennels to get behind the enemy team.