Community Gold Rush strategy
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Community Gold Rush strategy | |
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Basic Information | |
Developer(s): | Unknown |
Map Info | |
Environment: | Desert |
Setting: | Daylight, sunny |
Map Photos | |
General
- Stage A, Checkpoint 2: It is imperative that BLU takes and holds the Attic to set up Teleporters and Dispensers for attack classes. BLU Sentry Guns in the Attic should be primarily defensive, as placing a Sentry Gun facing RED spawn, such as on the catwalk or in a window, gives Soldiers and Demomen a wide open target. A heavily defended Attic allows BLU to heal/ammo, charge Übers, and gives access to the final point for a quick Scout rush if necessary. RED must prevent the Attic from being taken. This is not essential to a good defense, as there are ample sentry positions outside the Attic, but pivotal for a good offense. A single RED ÜberCharged Pyro can destroy a Sentry Gun nest in the Attic, so upgrade them to level 3 for knockback.
- A Heavy perched on top of the cart will function much like a Heavy by a Dispenser, but with the added bonus of of staying on the front lines (and the problem of being on a higher perch.) Be careful, as a skilled Sniper can easily headshot a slow moving, inattentive Heavy.
- The cart provides great cover from attacks. Crouching makes this even more effective. It also is an extremely useful tactic when there are Sentry Guns around, as you can simply crouch on the side of the cart that isn't facing the Sentry Gun. You may eventually be shot by it, but this tactic at the very least saves several seconds, and that can mean the difference between RED pushing back and BLU backup arriving.
- Brute force shouldn't be underestimated on this map. If you have enough firepower hitting the other team, it is difficult for them to do much unless they do the same to you. An advance is usually made when one team is unable to deal enough damage to the enemy because they are mostly waiting to respawn with only a few on the front lines. You must be able to keep sustainable firepower on the front line.
- For RED Demomen, placing sticky bombs along the track the cart follows is generally a good defensive idea. Once the enemy team gets the cart moving over the portion of track you've placed the bombs on, set them off to stop the cart and gib its escort. This tactic works especially well inside the tight turns of both stages A and B because the enemy team will turn the corner and move over the bombs without realizing their presence. Demomen are also extremely successful at the chokepoint turn after the first checkpoint on Stage A, often stalling an assault. Demomen at this chokepoint can harass Engineers attempting to build in the Upper Right Attic and enemies on the cart track.
Scout
- On offense, your most important job is to keep the cart moving. If you are not under fire, stand near the cart as much as possible. If you are under fire, you can keep it moving longer by hopping around the cart in circles, or take cover by crouching behind the cart. If you have teammates nearby, you can also hide behind them sometimes.
- Although you will be on linear maps, they still have multiple paths through each area. Use your speed to your advantage by popping out unexpectedly from side corridors while everyone's attention is on the track. Then you can either pick opponents off while they are not looking, or speed in and tag the cart in order to keep it from sliding back.
- Gold Rush is a Sniper heaven, but Scouts can easily circumvent the more open areas and close the distance between them and the Snipers.
- At the final checkpoint of the last stage, there is a pathway under the map to flank the enemy, use your speed to get behind the enemy and eliminate them while they are focused on your teammates with a few well placed shots.
Soldier
Pyro
- Pyros should use their compression blast on both offense and defense to keep enemies away from the cart. Even pushing enemies away for a second can provide enough of a distraction that flanking teammates can finish them off.
- On BLU, Pyros should generally be near the cart, both helping with the push and checking for Spies. They can also use their compression blast to push RED Stickybombs out of dangerous spots.
Demoman
A Demoman on BlU should use his sticky launcher on various checkpoints and even the Payload to stop further progression of the bomb. A Demoman on RED should use the Chargin' Targe strategy to accumulate heads and help cap the Payload.
Heavy
- Generally on BLU, just stay by the cart. That's where you are most needed, pushing the cart. Use your Minigun to clear enemy stickybombs, and push the cart.
- On RED, hide in the various alcoves by the cart for an ambush when people come near.
- On Stage 2 as BLU, it may be a good idea to ignore the cart for a little bit and take the side route right out of setup. By doing this, you can destroy sentries before they become a problem to your team.
Engineer
- For both teams on the final stage, especially BLU, Teleporters are important as there are large distances to cover and for BLU team there are no forward spawn points. The ability to get your team to the front lines quickly can be a game-changing asset.
- On the last stage, defensive Engineers can Sentry-jump using the Wrangler to get on top of the archway just outside of RED's foward spawn. Once up there, you can setup Teleporters that allow you to get behind enemies while they are pushing the cart to Point B that is relatively more safe than the ground based Teleporters.
Medic
Sniper
- Use the advantage of long and narrow pathways to either prevent the cart from moving by killing the enemies pushing it; or on offense, protect the cart from incoming enemies.
Spy
- On most stages it's a good idea to take out teleporters either on defense or offense, as most stages in this map are very large and require a long time to get to the front lines for either team without a teleporter. At the start of the stage, the priority target should be engineer buildings.
- At the final checkpoint of the last stage, there is a pathway under the map that leads behind the enemy, this is a very good path to take that puts you in a prime position for backstabbing the defending team.