Community Steel strategy
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Community Steel strategy | |
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Basic Information | |
Developer(s): | Unknown |
Map Info | |
Environment: | Industrial |
Setting: | Daylight, sunny |
Hazards: | Pit |
Map Photos | |
General
- Defenders should always have point E protected by a Sentry Gun or sticky bombs; never leave it unattended after point A is captured.
- The windows by point A serve as a vantage point to E, they can be used to eliminate any Sentry Guns defending E or as a sniping spot.
- The pipes and platform beneath E can be traveled down and built on. This is a useful spot for a Sentry Gun as it can cover the catwalks to the point.
Scout
Defense
Point A
- By hopping along the rock pillars near point A and double jumping onto the metal ledge beside the hill outside the BLU team's window exit, the Scout can get the drop on attackers trying to rain rockets and grenades from above.
Soldier
Offense
Point A
- Soldiers should concentrate on the upper spawn exit. It offers a good vantage point, but watch out for Sentry Guns that may be placed in the area. A Kritzkrieg Medic is really helpful in this situation.
- Due to the slower movement speed of the Soldier, taking the lower spawn as the round begins leaves the Soldier vulnerable to Snipers and Spies that may be outside of the gate.
Pyro
Offense
- Because of the way the path to A is laid out, Pyros can find it difficult to do much unless backed up by teammates. If there are distractions, however, a Pyro can easily slip past defenders and hide in the stairwell outside the first RED spawn exit. Hiding here, it is possible to easily ambush enemies who emerge from the spawn, giving teammates more time to capture Point A.
- Once Point A is captured, several more paths will open, increasing the number of possible ambush points that enterprising Pyros can use. The double doors at A will open, and this allows players to sneak all the way around to the other side of the enemy spawn; this makes Backburner Pyros surprisingly efficient.
- A Pyro with the Gas Jockey set can make the jump onto Point E early in the match. However, due to the Pyro's limited ranged capabilities, this strategy is ill-advised unless backed up by a ranged specialist. However, Pyro reflections can be handy, especially since Soldiers tend to be used to try and fling people off the point.
- Additionally, a Pyro can cover the spawn gate for a teammate who is capturing E.
- After Point C is captured, Point E will become more of a hotspot for battles. This makes for more airblasting enemies into the chasm.
- Also from Point C onwards, most fighting is performed in a tight, indoor environment, making Pyro players particularly effective.
Defense
- Pyros can be used well on defense, because of the close contact with the exits of the BLU team spawn. Also, fighting on most points tends to be close-quarter combat.
- If the BLU team does manage to capture A, a clever Pyro can surprise enemies by waiting outside the double doors which lead to E. When Point A is captured, the doors slowly open. A Pyro can flame through the doors as soon as they start opening, while projectiles cannot get through easily. This can catch enemies off-guard and can distract them while a defense is set up at Point B or Point C.
- If the enemy team is having trouble capturing the active Control Point, it is usually wise to patrol back corridors for flanking attempts, as well as Point E for back-cappers. Some enemies, particularly Spies and other Pyros, may use the back route to perform flanking maneuvers and open up a chance for their teammates to make a successful capture.
- Conversely, these back corridors can be used against the BLU team. By going through the doors at A, players can deliver a very surprising sneak attack on attackers who are approaching B.
- When defending Control Point E, never pass up the opportunity to use compression blast to knock enemy players into the instant death pit below the point itself. During pitched battles, this can quickly crush any pushing attempts.
Demoman
Defense
Point A
- Near the spawn room there is a balcony with a view over E. You can harass enemies trying to capture E from this balcony with your sticky launcher while still being able to quickly retreat to A.
- Between the spawn and point A there is a wall on the left side that enemies likes to hide behind. You can shoot stickies blindly over the edge at incoming enemies, or surprise them with a sudden stickyjump.
Point B
- While defending B there is a balcony near the point that is popular for enemy Snipers to shoot from. Stickyjump onto the balcony, then put stickies at a the blind corner in the stairways. You can see both main enemy paths from the balcony, and you can easily retreat if needed.
- Out of all classes, you have the easiest time to flush out anyone hiding in one of the two balconies with your indirect fire. Stickies works best for indirect fire as grenades might give your enemy time to retreat.
Point C
- Near Control Point C there is a room with a large medpak. Stickytrap under the grating above the medpak. The explosion from the stickies will go through the grating, and most enemy players don't notice the stickies through the grating.
- After B is captured, try stickying up behind the corner on the shortcut between B and C. This is a popular route, and might gain you a few kills before the enemy catches on. The nearby medkit and ammo should help.
Heavy
General
- The multitude of pathways renders flanking a very effective tactic, both for you to use, and to be used against you. Always watch your back for Scouts and Spies that may be using these paths to get behind you.
- There is Health close to almost every point, find out where they are and stay near them to keep yourself healthy.
Offense
Point A
- There is a long, straight sight line to your main spawn exit door. Snipers will almost always be watching it closely for you. Only move forward if you have your team to cover you or if you are certain the area is clear.
- If you take the main spawn door, remember that you are fighting uphill, so Soldiers and Demomen will have an advantage. They also have several walls that they can hide behind to wear down your health.
- The secondary pathway over the cliff may be your best bet in many circumstances, as it brings your Minigun into close range where it excels. Keep an eye out for any Sentry Guns that may be below you as you pass over, as they may launch you into the sky.
Point B
- Take note of the medium health pack and ammo in the small alcove on the right as you approach the point. This is a good spot to retreat to if under enemy fire.
- Consider moving over top of the buildings on the left as you approach the point, as this path isn't often taken and can allow you to surprise enemy Heavies who may be defending.
- The side route that takes you to the an elevated platform across from the point is not necessarily a good place for a Heavy, as you are open to Snipers and the enemy is often too far away for your guns to do much damage.
Point C
- There are two paths to take to get to C from B, the cliff path and the inside path. The cliff path puts you above the enemy, but you are open to enemy Snipers, Soldiers and Demomen. The inside path gets you a bit closer before the enemy can see you, allowing for easier ÜberCharges and attacks.
- Taking the exposed stairway up onto the point could be a bad idea, as you are easy to see and wide open to enemy attacks. Consider using the enclosed stairway instead to get the jump on your enemies.
Point D
- This point is a long way away for the slow Heavy. Ask your friendly Engineers to set up a Teleporter between A and D or at C so that you can get to the front line faster.
- Again, there are two paths to take, from C or from A. The path from A is shorter, but you are attacking the enemy head-on. The path from C is longer, but you can get behind the enemy team. Be aware that this path takes you past the RED spawn, so be careful for enemy players leaving through that door.
Point E
- With your large amount of health, enemies will be tempted to try and blast you into the pit with explosives or compression blast instead of simply killing you. Stay near the center of the point and focus on enemy Pyros that may be rushing towards you.
- Crouch while revved to avoid being knocked off the point by an explosion.
- If D is captured, the enemy cannot spawn and go directly to E, they have to pass through D or C first. This is where they will attack from, so watch your sides.
Engineer
General
- On either team, you can put a Sentry Gun in the corridor between A and D to prevent the attackers advancing or hold a strong front line that the defending team can only break with Übers. A popular spot to place the Sentry Gun is in the doorway of the small room with max health and ammo kits, and then use those to level up/erect your buildings safely.
- A Sentry Gun can be put up between B and C to stop attackers advancing toward C, and defenders pushing back attackers to B. However, this spot is often short-lived unless C has already been captured, as it can be attacked from both the front and the back, and has several corners perfect for explosives to be fired around.
- At E, you can build a Teleporter exit or entrance on the opposite side of the pit near the control point. Because Teleporters are solid to both friends and foes, 100% speed classes (Spies, Snipers, Pyros, and Engineers) can make the jump toward E and help capture/defend it.
Defense
Point A
- A Sentry Gun can be placed around opposite the far rock, around the corner from the point to prevent enemies from going around the side. The raised ledge can be used to place the Sentry Gun on, and also prevents any Spies trying to sap your setup from running around repeatedly (it is also near a chokepoint, and so will always have at least one or two teammates waiting there with you), and will prevent explosive classes from destroying it with splash damage from ground-bound rockets or grenades. The main threats of Spies, Soldiers and Demomen will often come from behind, having dropped down from the upper ledge and attempting to rush the point area.
- You can also put Sentry Guns directly on the point, under the ledge the BLU team will drop down from or on the walkways leading to the spawn. All of these Sentry Guns can stop people pushing over the upper ledge, but be warned that all of these spots are vulnerable to grenades, stickies and normal rockets.
Point B
- It is difficult to build a Sentry Gun anywhere else than directly outside the spawn hall as the area is so open that most Sentry Guns can be picked off at long range with ease. When setting up here, be sure to hide a Teleporter exit below the wooden stairs in the hall outside spawn, so that if the point is taken your team may still be able to flank the enemy.
Point C
- Either put a Sentry Gun next to the point up the covered set of stairs (to keep it out of the BLU team's sight) or on the opposite side, on the ledge from the spawn. These spots will not be visible to the BLU team until they actually push in, allowing you to maintain the element of surprise. At this point, any Teleporters behind the enemy lines should be enabled by building their entrances, as it cuts off reinforcements that could potentially capture the point.
Point D
- The only really good place for a Sentry Gun is next to the RED upper spawn door. This will prevent enemies from coming around the corner from D and also stop enemies that have reached the point from C, but it is vulnerable to long range rockets from the C door. Because of this, try to get your team to stop the attacking team reaching the doorway at C, or ask a Pyro to reflect any projectiles away from your Sentry Gun.
Point E
- At E, there are numerous places you can build Sentry Guns. Firstly, you can build one overlooking the point on the ledge. This place is good if your team still has access to E (i.e. D hasn't been captured) as you can readily run to and from the spawn to replenish your metal supply. You can also build your Dispenser in the alcove on the ledge, and hide there while repairing your Sentry Gun in the event of an enemy push. However, this place can be hit with long range projectiles fairly easily and most notably, can be cleared out very quickly by an explosive class standing on the ledge below E. The tight space will also make it hard to escape should this happen, especially if you have to move right around your Sentry Gun.
- A Sentry Gun can be built in the window facing the point. This is close to the point and allows it to fire at enemies on the bridges around the point too, but it can be hit rockets fairly easily and is also susceptible to rushes from D (the windows also will reveal your location to the attacking team).
- Alternatively, a Level 1 or 2 Sentry Gun can be built on the far side of the point in the alcove that was once the RED spawn door. This will stop enemies coming from the far side of the point, and will be hard for them to damage unless they are standing directly under the point or behind cover.
Offense
- The attacking team can also build a Sentry Gun at the entrance to the B/C corridor at any time during the round. This will deny defenders any chance of flanking your team without having to go through A, and also severely limit the RED team's defensive options as they will be unable to freely move around E. Be careful here though, as there are many angles at E which rockets and grenades can hit it from.
- As BLU maintains the same spawn room throughout the round, Teleporter entrances should be built directly outside the first spawn door, between the Resupply Cabinets. Building them anywhere else, especially near the doors to A and B, leaves them open to attack from RED forces. Exits, however, should continuously be moved to positions that provide the best attacking benefit.
Point B
- You can use the alternate spawn door to go directly to B, allowing you to preemptively build a Sentry Gun for when your team captures A. This will prevent the RED team from exiting their spawn, giving your team an easy time of capturing the point. Behind the point can also be used as a good Sentry Gun spot for when you are attacking C, as it prevents them from pushing you back into B.
Point E
- On offense, Engineers can build a Sentry Gun-Teleport Exit combo in the small room overlooking E. This small room contains both a large Ammo pick-up and a health kit, making it ideal for setting up a forward base. Engineers should have their Sentry Gun up first to defend while they set up a Dispenser and the Teleporter Exit. However, be careful, as veteran Demomen can use Stickybombs can destroy the Sentry Gun with ease from around a corner, exposing the Engineer to enemy fire.
- Alternatively, Engineers can build their Sentry Gun-Teleport Exit combo in the lower corridor between B and C (closer to the entrance at C) or on the raised area near the small room facing E. Both spots are more exposed to being fired upon or Sapped by Spies, so be on guard.
- After taking C, Engineers can also safely build in the corridor between C and D, offering BLU a quicker and safer path to D.
Medic
Offense
Point A
- Taking an ÜberCharge through the upper spawn exit with a Demoman or a Heavy can take care of any Sentry that may be placed on the defensive Point A spawn exit. Watch for Pyros that may airblast you apart from your ÜberCharge partner.
Point C
- Taking your ÜberCharge partner around the long way past Point E can prove to be very risky, but very rewarding. The defensive line is usually focused on Point C. Getting behind the enemy lines can catch them off guard and turn tides in your favor.
Point E
- A Medic's best bet on Point E is to come from the Point A spawn with a Demoman to take out the Sentry that is usually placed on the defensive Sniper perch. Just be wary of Pyros that will airblast either the Medic, or the Medic's partner off the point. This is usually best done with a coordinated push to eliminate any hindrances to the Medic or his partner.
Sniper
Defense
Point A
- Standing behind the rocks looking out at the enemy spawn is a great way to nail unsuspecting targets coming around the corner. Alternatively, you can also climb the rocks to be able to cover the upper spawn exit too. Be careful though, as this can leave you exposed with little cover outside of jumping down from the rock you are on.
- Hanging out near the Ammo pickup near the point also offers a good vantage point for not only being able to hit enemies coming around the corner from the lower spawn, but also coming over the lip of the upper spawn.
Point B
- Hanging around the Point C slow gate entrance is a great counter-sniping position. Enemy Snipers will stand in the window of the upper spawn exit across the courtyard and make for an easy shot if you corner creep. This is also good for hitting the slower moving classes that drop down into the courtyard from the ledge that is exposed.
- You can also stand near the broken down truck and snipe people as the come around the corner on the lower side of the Point B attacker spawn.
- A bad choice is to stay up in the windowed area outside of B-side Defense spawn unless you are good with closer range shots or The Huntsman.
Point E
- There is a relatively safe Sniper perch on the defensive side of Point E. There is a Health Pack and Ammo Pack in there as well. It is a great place for guarding Point E, but due it's small size is very easily spammed with Pipe Bombs and Rockets. There is a similar room on the Attacker side of Point E, but you have the added disadvantage of easily being snuck up on by an attacker that leaves through their Point A spawn.
Spy
General
- The multitude of side routes and the multiple points favors a Spy who is willing to take the time to learn the layout of the map and get behind the enemy.
- There is almost always a different pathway to take to any objective that is less traveled. Use these to infiltrate the enemy base.
Offense
Point A
- Take the route to the right by the windows and over to cliff to quickly move behind any enemy Snipers or Heavies that may be unaware of your presence. Be aware that the RED spawn is very close to the point, so keep an eye out for reinforcements.
- Be very careful when decloaking, there is very little cover near the point. A good place to decloak is the Sniper bunker overlooking Point E, though it may be difficult to get past the enemy spawn to get there.
- If there is a Sentry Gun, co-ordinate with your team so that they wait just over the cliff edge while you sap it before rushing in to destroy it.
Point B
- Taking the path from A, through E to B is the best route to take for flanking, if a bit long. This will put you behind the entire enemy team.
- Once again, the enemy spawn is just beside the point. There is a good place to hide just below the spawn door where you can wait for a Medic or Heavy to backstab. Also keep an eye on any Snipers that may be looking out from the windows across from the spawn door. They will be easy targets to a Backstab as long as they don't hear you.
- The pathway to point C is another good place to decloak. There is also Health and Ammo there if you need to ever retreat.
Point C
- There are only two narrow pathways up to the elevated point. Don't linger on them if you must take them. It is almost assured that an enemy will bump into you eventually. The lack of any decent cover on or near the point also makes it easy for enemies to Spy-check and find you easily. It is recommended that you generally avoid trying to hide on the point.
- It is possible to get behind the enemy, but the pathway is long. Go to Point D and move up the stairs towards the spawn door. Run along the plank sitting on the box and jump across to the extended platform. This pathway is very rarely used, so you may have a very good element of surprise.
Point D
- This point has four routes to access it from; Two from point A, one from point C and one from point E. The third route is best for a Spy that wishes to get behind the enemy, though it is a long path.
- Be careful along the windowed path from A to D, the enemy can see your legs through the windows and may notice when you Cloak or disguise.
- If your teammates are attacking point E, start capturing point D until the enemy diverts some players to stop you, then Cloak and hide until they leave, before repeating. This will take the pressure off your teammates and you may even be able to capture it by yourself. The Dead Ringer works very well in this role. This strategy also applies on point E if your teammates are capturing point D.
Point E
- You can only access this point if C has been captured. You can, however, help your Scouts, Demomen and Soldiers by waiting by the enemy spawn exit to E and backstabbing them as they attempt to remove your teammates or jeopardizing any attempts of setting up a sentry nest by enemy Engineers. Be sure to communicate with your team to give them a situation report on the point and whether it is open for Scouts, Demomen and Soldiers to access safely.
- The windowed room above the RED spawn exit to E is a good place to hide, as it is out of the way and has Health and Ammo if you need it. Consider waiting here until you spot a powerful target of opportunity like a Medic or a Sentry Gun.
- Once point D is captured, the enemy only has two pathways to E: through D or through C. Consider waiting near these spawn exits and follow the enemies, they will likely be focused on saving their point rather than Spy-checking.
Defense
Point A
- Use the Cloak and Dagger to hide to the right of the BLU spawn exit and wait for the opportune time to kill any Medics with ÜberCharges ready. Also keep an eye on any Snipers or Heavies that may be harassing your team and consider taking them out. Communicate the enemy movements and plans to your own team to warn them of incoming attacks.
- The shed beside the RED spawn exit contains a full health pack but be careful, there's only one exit. If you are being chased by an enemy, Cloak and make it appear you are going to grab the Health before moving away at the last second, leaving your chaser confused as to your new location. You can pick up the Health once he leaves.
- While you cannot get up to the raised pathway that BLU may take, you can still harass the enemy with the Revolver or Ambassador. Use this to distract enemy Snipers, Demomen or Heavies that may be about to attack.
Point B
- The pathway from A to B will likely be used for all the enemies that just captured A. Wait at the bottom of the drop in the small alcove with the Health for any targets of opportunity. Be aware that injured enemies may try to take the Health, try not to bump into them.
- The main pathway from the BLU spawn to B has a small alcove you can hide in to surprise the enemy. Be aware that it is suspicious for the enemy to see someone exit from there if they didn't see them go in. Keep an eye on the enemy spawn and only decloak once it's clear.
- The route that takes the enemy up onto the elevated platform is narrow and twisted. Keep an eye out for enemies as you navigate it and use the shack at the end of the platform to decloak. Note that you are still close enough to any enemies on that platform that they may hear you decloak.
Point C
- After capturing B, the enemy will likely be grouped behind the opening gate to C. Don't try to attack them when they are milling around, there are too many people watching behind them. Wait until the door opens and they funnel through before getting a few quick backstabs and retreating.
- Take one of the two pathways to get from C to B in order to get behind the enemy. The higher path is shorter but more dangerous while the lower path is longer and safer. Warn your team of any enemies that are moving down these pathways as you travel down them.
Point D
- Engineers often build between point A and point D. Check here occasionally to prevent them from setting up all their buildings. Coordinate with your team to remove and Sentry Gun nests that may be constructed.
- Snipers may start using the windowed area above point A to attack your team. Help them out by removing the threat.
Point E
- Taking the pathway from C to E is often your best bet if D has been captured as most of your teammates will probably go from D to E.
- Taking the pathway from D works as well if you go around towards A to come up behind any enemies that are sitting on E.