Community DeGroot Keep strategy

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DeGroot Keep strategy.

Community DeGroot Keep strategy
Degroot Keep Castle.png
Basic Information
Developer(s): Unknown
Map Info
Environment: Medieval
Setting: Daylight, sunny
Hazards: Castle gate, Pit
Map Photos
Loading screen photos.

General

  • Remember that in Medieval Mode, most primary and some secondary weapons are restricted. Playing in DeGroot Keep requires a different mindset and gameplay style.
  • Also in Medieval Mode, the chat function is reconfigured to where what you type will (usually) be relayed in a "medieval" style instead of what you originally typed. If you want to avoid this (especially if you're forced to use text chat and must maximize accuracy) add a "!" or most any other non-alphanumeric character in front of what you type to cancel out the changed text relay.
  • There are only two classes that can use damage-dealing projectile weapons in Medieval Mode, the Medic and Sniper. As a result, picking the proper melee weapon is the key to playing effectively.
  • In the same vein, only the Pyro and Sniper possess weapons that are capable of setting enemies on fire. However, there is also only a single source of water, outside of the castle.
  • It is possible to avoid taking fall damage when exiting the castle while the gate is closed. First, jump to the sign hanging above point A from the adjacent wall, then drop down onto the raised section of ground surrounding the point.
  • When capturing or defending the last point it can get a bit hectic as both teams are fighting in the same enclosed space. Try to crouch in the corner and use your melee weapon to cause damage to any passing enemy that gets too close. Players will usually mistake you for a ragdoll and continue attacking other players.

Leaderboard class scout.png Scout

  • The Sandman can be ideal for stunning enemy players and making them easier for teammates to finish off.
  • Due to the cramped combat nature of the map, the Boston Basher has a good chance of dealing effective damage against enemies, especially on the final capture point. It is generally a good idea to try to hit as many players as possible to make them easier to kill.
  • Remember that players will drop health packs upon death in Medieval Mode, so the Candy Cane offers less of an advantage. However, as the only explosive weapon allowed in Medieval Mode is the Ullapool Caber, and a hit from it would kill regardless, there is no real disadvantage from carrying it.
  • Try to use the Sun-on-a-Stick only if there is a friendly Sniper with the Huntsman, or a Pyro with the Sharpened Volcano Fragment. Stick with either of those players and try to attack any enemies that they manage to ignite.
  • The Fan O'War should only be used as a support weapon. Follow a teammate with a high-damaging weapon around, and mark their targets with the Fan O'War. Remember that only one target can be marked at a time.
    • In particular, a Sniper with the Bushwacka can easily finish off any enemies that have been tagged. Try to work in pairs with Snipers carrying the Bushwacka if possible.
  • Mad Milk is not restricted. Take advantage of this by using it to assist teammates whenever possible.
  • As most projectile weapons are restricted, Bonk! Energy Drink has less utilization in Medieval Mode. It can be used to distract enemies or block choke points, however it cannot be used to bypass enemies effectively since all combat range is limited to melee only anyways.
Demonstration
  • Also, you can use Boston Basher to get to the inner yard even when the gate is closed. To do this, stand on the hill, jump and hit yourself several times. You will be on the Sniper deck. Jump down and take a health pack. Then you can kill few enemies there and escape.

Leaderboard class soldier.png Soldier

  • The Equalizer is a very effective weapon to carry. While it can only do large amounts of damage at low health, it is possible to refill health through killing enemies, greatly increasing endurance, and the additional speed also makes fighting enemies easier.
  • If using the Pain Train, remember that all melee weapons count as hitscan weapons, and as a result will inflict an additional 10% damage. If on offense, try to use the Pain Train only to capture the outside points.
  • It is possible to use backpack items in Medieval Mode, but remember that it is harder to inflict large amounts of damage using only melee weapons, as well as absorb enough damage without being killed in melee fights in order to charge the Buff Banner, Battalion's Backup, or Concheror.
  • The Half-Zatoichi offers a longer reach than every other Soldier melee weapon, and completely restores health upon killing an enemy. As all fighting is restricted to melee only, it offers no real disadvantage. However, keep in mind that other players wielding the Half-Zatoichi can cause one-hit kills, and fight with caution when dueling with enemy Soldiers and Demomen also using it.
  • A very risky, but effective tactic on the Point C is to use the Kamikaze taunt. As the blast radius is quite large, it will effectively eliminate all enemies on the point. However, the taunt will leave you very vulnerable to all attacks, especially on a server with a lot of players.

Leaderboard class pyro.png Pyro

  • Remember that as only two weapons are capable of igniting enemies in Medieval Mode, the Axtinguisher only has utility when fighting alongside a teammate with one of those two weapons.
  • Because enemies will automatically drop a health pack upon death, consider using the Back Scratcher. There will be few to no alternate sources of healing other than health pickups, so it is wise to take advantage of this as well as the Back Scratcher's increased damage.
  • The Sharpened Volcano Fragment is one of two weapons available in Medieval Mode that are capable of setting enemies on fire.
    • Because of its reduced damage, it is generally wise to perform hit-and-run attacks and let the afterburn deal damage to enemies rather than fighting them head-on.
    • Try to work in teams with friendly Scouts and Pyros carrying the Sun-on-a-Stick and Axtinguisher, respectively. Tag enemies for your teammates to deal increased damage to.

Leaderboard class demoman.png Demoman

  • Because the Chargin' Targe is the only allowed secondary weapon for the Demoman, it should always be carried by default. The ability to charge is crucial in Medieval Mode, and the protection it provides against afterburn damage and the Ullapool Caber is also very helpful.
  • Similarly, Ali Baba's Wee Booties are the only allowed primary weapon for the Demoman and should be equipped at all times. The health boost and increased turn control are both very handy.
  • Always consider carrying any of the alternate melee weapons that offer a longer reach. The Eyelander can greatly increase survivability through taking more heads, the Scotsman's Skullcutter deals increased damage and the speed penalty is less noticeable in Medieval Mode, and the Claidheamh Mòr offers a longer charge.
  • In particular, the Half-Zatoichi is highly effective with the Chargin' Targe, and can surprise enemy Soldiers and Demomen also carrying it.
  • The Ullapool Caber is very effective on the final Control point, as multiple members of both teams will often be fighting there simultaneously once it is unlocked. If charging in with the Chargin' Targe, a full Critical swing is capable of dealing upwards of 400 explosive damage, which can effectively clear the point in a single attack.
  • The Ullapool Caber may be used to jump onto the Sniper platform as means of getting into the RED base without the Control Points being captured.
  • The large rock outside BLU spawn may now be used as a ramp by the Chargin' Targe to get into the RED base without the Control Points captured or need of a Caber.

Leaderboard class heavy.png Heavy

  • Always equip a lunchbox item when playing in Medieval Mode. In particular, consider carrying the Sandvich and Buffalo Steak Sandvich as they can be dropped and their eating effects are also very useful.
  • The K.G.B. and Warrior's Spirit should be the only alternate melee weapons that should be considered for use in Medieval Mode. The K.G.B. can chain successive kills easily due to guaranteed Critical hits, while the Warrior's Spirit deal increased melee damage and the reduced health can be mitigated with dropped health packs.
  • The Showdown taunt, unlike in other maps, has utility in Medieval Mode due to the restriction to melee weapons. Try to use it to snipe at distracted enemies, but always make sure that there are teammates nearby to prevent being easily killed while performing the taunt.

Leaderboard class engineer.png Engineer

  • The Gunslinger is highly effective in Medieval Mode due to the increased health bonus, and Sentry Guns cannot be deployed in Medieval Mode in any case. Try to chain successive hits whenever possible in order to take advantage of the guaranteed Critical punch.
  • The Southern Hospitality is useful for causing bleeding to help teammates fight more easily. However, due to its inability to land random Critical hits, it is generally wise to let the bleeding deal most of the damage to enemies, and to try to perform hit-and-runs.

Leaderboard class medic.png Medic

  • The Crusader's Crossbow should always be carried if it is available, due to being one of only two ranged weapons allowed in Medieval Mode. It can be used effectively to provide support from a distance, both damaging enemies and healing teammates.
  • On offense, while your team is capturing the final control point it is generally a good idea to fire your Crusader's Crossbow into the mosh pit that occupies the point. This can not only attack enemies but also heal allies.
  • Because ÜberCharges cannot be deployed in Medieval Mode, the only melee weapons that should be considered should be the Bonesaw and Amputator. In particular, the Amputator's taunt can be used to heal multiple teammates at once, keeping them in the fight longer, and is the only truly reliable source of healing outside of health pickups.

Leaderboard class sniper.png Sniper

  • The Huntsman, like the Crusader's Crossbow above, should be the default armament for Snipers in Medieval mode. Remember that your arrows can be lit by using available torches, and as a result can deal afterburn damage. This can also be used to tag enemies for teammates using the Sun-on-a-Stick or Axtinguisher.
  • Consider carrying Darwin's Danger Shield if available. While the Razorback can also prevent Spies from performing successful backstabs, Spies are also less of a threat in Medieval Mode.
  • The Tribalman's Shiv can be useful as a support weapon. While it cannot deal a significant amount of damage, it can be used to inflict bleeding on multiple enemies, making them easier to kill for teammates.
  • Because of the lack of Mini-crit dealing buffs or debuffs, using the Bushwacka provides little benefit. However, if teamed up with a Scout using the Fan O'War, it can be surprisingly devastating.
  • RED Snipers on the battlements should keep an eye out for Demomen ramping up onto the battlements, as it is now extremely easy.

Leaderboard class spy.png Spy

  • As it is still possible to Cloak and disguise in Medieval Mode, try to use the same tactics as on other maps. However, keep in mind that enemies will generally be more wary of their surroundings due to not having any projectile weapons.
  • A good place to decloak is, surprisingly, right outside the enemy's spawn. They usually come barreling out of there without a second glance to the side.