Community DeGroot Keep strategy
Community DeGroot Keep strategy | |
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Basic Information | |
Developer(s): | Unknown |
Map Info | |
Environment: | Medieval |
Setting: | Daylight, sunny |
Hazards: | Castle gate, Pit |
Map Photos | |
This article is about Community DeGroot Keep strategy.
Contents
General (All Classes)
- When on the BLU team, once the main gate opens (After capturing A and B), position yourself in front of the gate, and fire arrows toward the capture point, ducking to the side out of the gate's line of fire after each shot. People will be clustering around the capture point and it will be easy to hit opponents without much aiming.
- Conversely, when on the RED team on DeGroot Keep, once the main 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 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 so that what is typed will (usually) be relayed in a "medieval" style instead of what was originally typed. To circumvent this, preface your message with either a "!" or any other non-alphanumeric character, or alternatively, type your message using the "say" or "say_team" console commands.
- There are only three classes that can use damage-dealing projectile weapons in Medieval mode: the Medic, Sniper, and Scout. As a result, the main focus of Medieval mode is on the correct choice of melee weapons.
- In the same vein, only the Pyro and Sniper possess weapons that are capable of setting enemies on fire.
- 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 opposite wall, and 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.
- 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 the BLU team to scale the rocks onto the point. This is a recommended route for Scouts and Spies.
Class-specific strategies
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.
- The Candy Cane is a great choice as killing someone with it will drop two health kits, one for the Medieval kill and another for the Candy Cane kill. Also, the only explosive weapon allowed in Medieval mode is the Ullapool Caber, and a hit from it would kill regardless, so there is no real disadvantage from carrying the Candy Cane.
- 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.
- The use of 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.
- The Boston Basher can be used to get to the inner yard even when the gate is closed. To do this, stand on the hill, then jump and hit yourself several times. You will be on the Sniper deck. Jump down and take a health pack. Then you can kill a few enemies there and escape.
- While the Atomizer, with its lower damage and slower swing speed, may not be ideal for combat, the triple jump it provides can make a Scout much more difficult to hit. However, at the cost of 10 health per third jump, Scouts should do this sparingly.
- The Atomizer’s triple jump can allow a Scout to shimmy up to the castle’s battlements, as seen here.
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.
- A very risky, but effective tactic on 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.
- 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 (except for the Disciplinary Action, which deals 16 less damage per hit, an obvious downside), 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. Fight with caution when duelling with enemy Soldiers and Demomen also using it.
- The Disciplinary Action, despite dealing 25% less damage than the standard Shovel, can be very effective at helping slower, bulkier classes get to the front lines faster. The speed boost can also help you and your teammates dodge enemy attacks. While generally impractical, you can also use the whip's long reach to pester and attack enemies outside of the standard melee range. Note that all other classes except Heavies without Buffalo Steak Sandvich buffs can quickly close the distance on you, but sometimes you will have damaged enemies enough to kill them.
- Without the Soldier’s ability to rocket jump, it’s not advised to use the Market Gardener.
Pyro
- Remember that as only two weapons are capable of igniting enemies in Medieval mode, the Axtinguisher and Postal Pummeler only have utility when fighting alongside a teammate with one of those two weapons.
- While the Powerjack will cause you to take more damage from melee weapons, it's one of the few weapons in Medieval mode that can provide overheal.
- 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.
Demoman
- Because the Chargin' Targe and the Splendid Screen are the only allowed secondary weapons for the Demoman, one of them should always be carried by default. The ability to charge is crucial in Medieval mode, and the protection they provide against afterburn damage and the Ullapool Caber is also very helpful.
- The Splendid Screen is an excellent alternative to the Chargin' Targe; though it provides less protection, the charge attack is very powerful. With enough heads, it will one-shot weaker classes and do serious damage to the rest, even before you swing.
- Demomen equipped with the Chargin’ Targe or Splendid Screen can charge the large pile of rocks in the middle of the battlefield to launch themselves up to the castle’s battlements, as shown in this video.
- Ali Baba's Wee Booties and the Bootlegger are the only allowed primary weapons 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 Claidheamh Mòr offers a longer charge duration, and the Scotsman's Skullcutter deals increased damage. It is worth noting that the speed penalty associated with the Scotsman's Skullcutter is less noticeable in Medieval mode, due to the smaller map size and the ability to 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 also be used to jump onto the Sniper platform as means of getting into the castle without the external Control Points being captured.
- This is extremely useful for clearing control points, especially the final cap of Degroot Keep. Remember that you can hit the floor at the end of the charge if there are no enemies in range; it will still crit enemies in range of the blast.
- The Persian Persuader seems tailor-made for Medieval mode. This scimitar halves the amount of time it takes to recharge the Chargin’ Targe and the Splendid Screen, allowing more frequent charges. Also, because dropped weapons (as well as ammo boxes) give Persuader-wielding Demomen health, dead enemies effectively drop two health pickups. The downside is its inability to deal random critical hits, which is somewhat offset by the Demoman’s more profuse charging.
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 eaten effects are also very useful.
- The Killing Gloves of Boxing and the 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 deals increased melee damage, and the reduced health can be mitigated with dropped health pickups.
- 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.
- Avoid using the Eviction Notice. The increased swing speed does not make up for the greatly reduced damage. A critical hit from the Eviction Notice is only slightly more damaging than a normal hit from the Heavy’s default Fists.
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.
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 pit that occupies the point. This can not only damage enemies, but also heal allies.
- Because ÜberCharges cannot be deployed in Medieval mode, the only melee weapons you should consider using are the Amputator, the Solemn Vow or, if you’ve yet to collect the previous two, the standard Bonesaw.
- The Amputator’s taunt, the Medicating Melody, will heal nearby teammates for a small amount of health and is the most reliable source of healing aside from health pickups.
- The Solemn Vow lets you see enemy players' health, which can help you prioritize those with lower health.
- The Medic can fully equip the appropriately named Medieval Medic set, which slightly increases his health regeneration. In a game mode where healing is scarce, this is a welcome perk.
Sniper
- The Huntsman 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, which increases your survivability.
- 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.
- With fire fairly scarce in Medieval mode, the Bushwacka makes a good choice of weapon. While mini-crit opportunities are rare, you will be prepared for any Scouts drinking Crit-a-Cola or Heavies under the effects of the Buffalo Steak Sandvich.
- Sticking close to a friendly Scout who is using the Fan O’War can also help you get the most out of the Bushwacka.
- RED Snipers on the battlements should keep an eye out for Demomen charging up the rocks onto the battlements.
- Arrows can pass through the holes in the gates and the tower window slits. Use these to remain hidden.
- Snipers can ignite their arrows using the torches spread throughout DeGroot Keep.
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.
- Having a disguise on among a group of players fighting on a control point is fairly effective. Players usually don't Spy-check teammates while swinging at their enemies, giving you backstab opportunities.
- Surprisingly, a good place to decloak is right outside of the enemy's spawn. They usually come barrelling out of there without a second glance to the side.
- Degroot Keep is a great place to practice and use trick stabs, since the enemy can only use melee weapons, so they are very predictable and it's very easy to stairstab and side stab. Strafing to the side and stabbing charging Demomen can shut them down.