Basic Medieval Mode strategy
Medieval mode is a game mode added in the Australian Christmas update. Currently, it is only used by default on the map DeGroot Keep. As only certain weapons are allowed, class balance (and therefore class strategies) are drastically altered from normal gameplay.
Contents
Scout
The Scout remains the fastest class in this mode. However, without the close range bursts of his Scattergun, different strategies are need to play effectively.
Secondary weapons
Since you aren't allowed to use the Pistol and the Winger, always equip some kind of drink.
Bonk! Atomic Punch
Because you no longer need Bonk! for most of its conventional purposes, this weapon becomes less necessary. Use it to bypass enemy lines or as a distraction or retreat.
Crit-a-Cola
Many of the strategies for using Crit-a-Cola in normal gameplay remain effective in Medieval mode. Use it to give yourself a boost before an ambush. Remember that without a ranged weapon, you won't be as powerful of an ambushing force, so take extra precautions to avoid damage.
Mad Milk
Use Mad Milk in an area with many people so you and your team can maintain healing in a push. Also use it for Spy checking, as Pyros no longer have a Flamethrower and Snipers no longer have Jarate.
Melee weapons
Bat / Saxxy / Conscientious Objector
You deal the least amount of melee damage on the team, but you can swing rapidly. Use your speed to your advantage and land hits on enemies while outmaneuvering them to avoid damage.
Sandman
The Sandman gives the Scout a ranged weapon at the cost of 15 health. Use it to stun classes before moving in for a kill.
Holy Mackerel
The Holy Mackerel still functions identically to the Bat except that it announces each hit in the kill feed. Since a hit that triggers a Spy's feign death will appear as a hit, not a kill, use this to track down Spies using the Dead Ringer.
Candy Cane
Since there are very few ways to deal explosive damage in Medieval mode, this weapon is almost a direct upgrade. It will drop a health pack in addition to the pack that is always dropped upon kills in Medieval mode. Use this to keep your momentum in a prolonged fight.
Boston Basher / Three-Rune Blade
Since this weapon requires you to be precise with your attacks, it eliminates the tactic of swinging wildly. Use this weapon only when you're sure it will hit.
Sun-on-a-Stick
With few ways to burn enemies in Medieval mode, this weapon can be difficult to use. Consider using a different weapon unless you have a Pyro using the Sharpened Volcano Fragment or your Snipers shoot fire arrows frequently.
Fan O'War
The Fan O'War allows teammates to finish off a marked opponent, but leaves you next to defenseless. Use hit-and-run tactics if you want to use this weapon, and stay out of fights otherwise.
Atomizer
The Atomizer's triple jump doesn't allow you to get anywhere you couldn't normally. With less damage and slower swings, you're much less effective in combat. Use the triple jump to move around enemies and stay away from direct fights.
Wrap Assassin
The Wrap Assassin is similar to the Sandman, but does not stun and causes less damage from the weapon itself. The bleed effect is somewhat ineffective due to the large amount of health packs in medieval mode. This makes the weapon very hard to use effectively. If you do use this weapon, be sure to pick up the ball after a throw, as it will be your main method of damage.
Soldier
The Soldier, without his powerful Rocket Launcher, becomes much more of a support class in Medieval mode. Use your banners to provide assistance for the team in the absence of ÜberCharges.
Secondary weapons
The Shotgun, Reserve Shooter, and Righteous Bison aren't allowed.
Gunboats
Though the Gunboats are technically allowed, they are useless, since you cannot rocket jump. Use a different weapon.
Mantreads
The Mantreads suffer, as melee weapons cause very little knockback. Also, the ability to cause damage with fall damage is almost useless, since the only way that fall damage can occur is from falling from the RED Team castle. Consider choosing another weapon instead.
Buff Banner
Use the Buff Banner to help the team push to the final point. The mini-crits provided can help you overtake the other team. You can also use it to nullify an enemy Soldier's Battalion's Backup.
Battalion's Backup
With few sources of healing in Medieval mode, it will be almost impossible to get a fully charge Battalion's Backup. However, if you do, use it to defend against a push, especially against the final point. As with the Buff Banner, the Battalion's Backup can be used to negate an enemy's Buff Banner.
Concheror
Since the only way to deal damage is to melee, this weapon is not as good as in normal gameplay. However, it can still be helpful in a push.
Melee weapons
Shovel / Frying Pan / Saxxy / Conscientious Objector
The Shovel is a strong melee weapon that deals consistent damage. However, since Medieval mode makes many of the Soldier's weapons direct upgrades, you may want to use another weapon instead.
Equalizer
The Equalizer starts out weaker than the basic Shovel, but becomes more powerful and increases your movement speed as you take damage. Use this to your advantage in fights.
Pain Train
Since there are no bullets in Medieval mode, the Pain Train is generally a direct upgrade to the Shovel. Use it to help capture the points on offense, and switch to another weapon when on defense, as it provides no defensive benefit. The shield bashes from a Demoman's Chargin' Targe or Splendid Screen count as bullet damage, so take care to avoid them.
Half-Zatoichi
Since you are generally bound to your melee weapon anyway, the Half-Zatoichi can also be seen as a direct upgrade to the Shovel. The healing it provides can allow you to continue fighting for long periods of time, which can be useful in building up the Battalion's Backup. Remember, however, that enemy Soldiers or Demomen also wielding the Half-Zatoichi can kill you in one hit and vice versa.
Disciplinary Action
The Disciplinary Action allows you to speed up slower classes like Heavies, Demomen, and other Soldiers, but makes you weaker, making the Soldier even more support based. Avoid the front lines of combat if you intend to use this weapon.
Market Gardener
Since there is no way to rocket jump in Medieval mode, this weapon is a direct downgrade from the Shovel. Disregard this weapon entirely.
Pyro
Since the Pyro loses its Flamethrower, is given no secondary weapons, and has many situational melee weapons, the Pyro is a very difficult class to use in Medieval mode.
Melee weapons
Fire Axe / Saxxy / Conscientious Objector
Without the close range Flamethrower, the Fire Axe gains more utility. Use it if you lack the Back Scratcher or Sharpened Volcano Fragment.
Axtinguisher / Postal Pummeler
Since you have no way to start fires, the Axtinguisher is a very difficult weapon to use. Unless you pair up with a Pyro using the Sharpened Volcano Fragement, you'll be very ineffective.
Homewrecker / Maul
Since Engineers cannot build buildings and Spies do not have Sappers in Medieval mode, the Homewrecker becomes a straight downgrade to the Fire Axe. Disregard this weapon entirely.
Powerjack
Kills with the Powerjack will give you a boost in health, which can be useful in prolonged fights. However, since you take 20% more damage from melee weapons, you'll find yourself dying much more quickly. If you use this weapon, attack enemies who are unaware of your presence, and if they discover you before you kill them, retreat.
Back Scratcher
As everyone drops a health pack on death in Medieval mode, this can be a very effective weapon. Even the small health packs can heal you a great deal, plus the weapon deals more damage. Medic-based healing is severely lessened, so use the health packs more than your Medics.
Sharpened Volcano Fragment
With the exception of lit Huntsman arrows from Snipers, this is the only way to set enemies on fire. The afterburn will make up for the lack of initial damage. Pair up with Scouts equipped with the Sun-on-a-Stick or other Pyros with the Axtinguisher or Postal Pummeler to make a deadly combination. This also gives you a method of Spy checking.
Third Degree
Mediguns are not allowed in Medieval Mode, but the weapon does transfer damage to Medics taunting with the Amputator. The weapon also has no downsides, so use it if you have nothing else.
Demoman
As the Demoman has many weapons suited for melee-only combat, he is a force to be reckoned with in Medieval mode.
Primary weapons
The Grenade Launcher and the Loch-n-Load are not allowed.
Ali Baba's Wee Booties / Bootlegger
These are the Demoman's only primary weapons available, so equip one of them if you have it. They will give you some, though small, turning control with your charges, and put your health on par with the Soldier (or will balance it out to normal if you use the Eyelander).
Secondary weapons
The Stickybomb Launcher, Scottish Resistance, and Sticky Jumper are not allowed.
Chargin' Targe
This weapon loses its advantages when compared to the Splendid Screen because it provides more fire and explosive damage resistance, which is rare in Medieval mode. It is useful only against other Demomen using the Ullapool Caber, Pyros using the Sharpened Volcano Fragment, and Snipers using the Huntsman. However, it still has the ability to charge to obtain critical damage and to bash enemies, so equip it if you don't have a Splendid Screen.
Splendid Screen
Since there are few ways to deal fire or explosive damage in Medieval Mode, the halved resistances are negligible. The Screen can deal charge impact damage at any range, dealing 70% more damage than the Targe, and also will allow critical hits at any charge distance. Use this in most situations instead of a Chargin' Targe.
Melee weapons
Bottle / Frying Pan / Scottish Handshake / Saxxy / Conscientious Objector
Each weapon is capable of killing most classes in three hits, unmodified. With a successful charge, this can be reduced to a bash and an immediate hit, for critical damage. However, since some of the Demoman's weapons become direct upgrades in Medieval Mode, you're better off using one of those instead.
Eyelander / Horseless Headless Horsemann's Headtaker / Nessie's Nine Iron
The Eyelander and its equivalents have a longer melee range and the ability to gain speed and health with each kill, with the downsides of spawning with 25 less health and being unable to score random critical hits. After you get four kills with one of these weapons in one life, you will have 210 health at max (235 with the Ali Baba's Wee Booties). This extra health is useful when fighting several enemies. Additionally, you will gain 15 health with every kill if you are not at maximum health. These weapons should be used with one of the shields to be able to score critical hits.
Pain Train
Since there is no bullet damage except for charges in Medieval Mode, The Pain Train becomes a direct upgrade from the Bottle. Use your doubled capture rate with one of the shields to beat even Scouts to the point.
Scotsman's Skullcutter
The Scotsman's Skullcutter has a longer melee range and deals 20% more damage, at the expense of 15% slower movement speed. It is especially useful with the Targe or the Screen as the speed of the charge will make up for the base speed drop and a critical will one-hit any class except a Heavy, which will require two hits.
Claidheamh Mòr
The Claidheamh Mòr has a longer melee range and increases charge duration by one half second. The downsides include no random critical hits and 160 health on spawn (or 185 with the Ali Baba's Wee Booties). This weapon is obviously best used with a shield, as you will be able to charge further. The shields will also allow you to get critical hits. Without a shield, this weapon becomes a direct downgrade, so use it only with a shield.
Ullapool Caber
On hitting an enemy or a solid part of a map (wall, rock, ground, etc), the Ullapool Caber will explode, dealing damage to the enemies in the surrounding area. This weapon is best used when charging into a large crowd. It can one-hit kill all classes if it crits. This weapon is especially good for clearing the final point on DeGroot Keep. The Ullapool does pitiful damage once it has exploded, so return to a supply locker if you have the chance to replenish it.
Half-Zatoichi
Since you are generally bound to your melee weapon anyway, the Half-Zatoichi can be seen as a direct upgrade to the Bottle. Coupling it with a shield can allow you to pull off quick kills to restore your health and continue fighting for a long time. However, remember that enemy Soldiers or Demomen also wielding the Half-Zatoichi can still kill you in one hit and vice versa.
Persian Persuader
The Persian Persuader cuts the recharge time for either shield in half and allows you to pick up dropped weapons for health instead of refilled ammo. The downside is no random critical hits. Using it with a shield can help combat this, since your more frequent charges allow you to use the crits that the shields offer more often.
Heavy
Due to the loss of the Minigun and slow movement speed, it can be difficult to use Heavy effectively in Medieval mode. However, his large health pool, especially when combined with the use of his lunchbox items, means that he can be involved in prolonged fights.
Secondary Weapons
The Shotgun and the Family Business aren't allowed.
Sandvich
The Sandvich is useful for patching yourself up in between fights. However, you are helpless during its long consumption time. A thrown Sandvich can also be used to help keep teammates healthy.
Dalokohs Bar / Fishcake
The Dalokohs Bar cannot heal you as quickly as the Sandvich and cannot be dropped for allies. However, because it has no cooldown, you can eat it at any time to heal minor wounds and continuously keep your increased maximum health. The Dalokohs Bar can be beneficial if your team lacks a Medic but does have a constant source of healing from dropped medkits.
Buffalo Steak Sandvich
The Buffalo Steak Sandvich can be useful in Medieval mode since it increases the Heavy's speed and deals out Mini-Crits. However, try to feint and dodge enemy attacks as their attacks will deal Mini-Crits to you. It can still be thrown onto the ground to heal injured teammates.
Melee Weapons
Fists / Saxxy / Conscientious Objector
Although Fists are a good melee weapon to use, Medieval mode causes other of Heavy's melee weapons to be upgrades. Switching to those may give you a stronger edge in combat.
Killing Gloves of Boxing
Take out the Killing Gloves of Boxing when you have the enemy in a corner and can easily land your punches. Once you've obtained the critical hit boost, make the best use of it by finding a chain of people to attack. Crits deal out 195 damage so you can one hit kill most other classes.
Gloves of Running Urgently
Though the increased speed is helpful, the decreased damage makes you less effective, plus the draining health puts a timeclock on your life. It's best to disregard this weapon entirely.
Fists of Steel
The Fists of Steel is also not a good weapon due to the fact that most fights in Medieval mode are melee-based and the increased melee vulnerability will kill you quickly in most fights. Use Fists if the Fists of Steel is your only other melee weapon.
Warrior's Spirit
The slight damage increase does aid in killing enemies faster. Since there are frequent sources of healing from the dropped medkits, the health penalty is negligible.
Eviction Notice
The increased attack speed of the Eviction Notice does not make up for the reduced damage. Unless you are fairly inaccurate in melee combat and could benefit from firing twice as many punches, you're better off using a different melee weapon.
Holiday Punch
Random critical hits are more common in medieval mode, activating this weapon's ability more often. Get behind the enemy team to disable them with laugh-inducing hits. Just remember that critical hits with this weapon deal no damage.
Engineer
The Engineer loses his main ability in Medieval mode - the ability to make buildings, thus he becomes a difficult class to use in Medieval mode.
Melee Weapons
Wrench / Golden Wrench / Saxxy
The Wrench can deal out a strong and consistent amount of damage, making it a good weapon to use in Medieval mode.
Gunslinger
The additional health the Gunslinger grants makes you a viable attacking force and the crit boost you receive after hitting an enemy 3 times can be very useful in prolonged fights, and even give you more crits than you would get normally.
Southern Hospitality
The bleed effect of the Southern Hospitality can be useful in a one-on-one fight and help to track down Cloaked Spies. Try to avoid Pyro's wielding the Sharpened Volcano Fragment and flaming Huntsman arrows, as this weapon has a 20% fire damage vulnerability. However, since there are no other ways for fire damage to be dealt, the fire vulnerability is almost negligable.
Jag
The Jag is most suited to buildings, and thus is a direct downgrade to the Wrench in Medieval mode. Disregard this weapon entirely.
Eureka Effect
Since buildings cannot be built, and therefore hauled, in medieval mode, this weapon is a straight upgrade. Return to spawn when you are low on health to dodge long respawn times and keep the fight going.
Medic
The Medic, despite his lack of a Medi Gun, can still be an effective combatant and healer in Medieval mode.
Primary Weapons
The Syringe Gun, Blutsauger, and Overdose are not allowed.
Crusader's Crossbow
The Crossbow is one of the Medic's only two options in terms of healing, and is also the only primary available. Use it if you have it. It can inflict up to 75 damage with a normal hit and can heal friendly players for up to 150 health. Using this weapon with the Amputator increases your health regeneration per second, which can allow you to stay in fights longer.
Melee Weapons
Bonesaw / Saxxy / Conscientious Objector
Each weapon is able to kill most classes in three or four hits. If you are using one of these weapons with the Crossbow, use the Crossbow instead, as it can both heal teammates and hurt enemies. Use the melee if you are forced into a close-combat situation, however, as it will do more damage than the Crossbow can at short range.
Übersaw
The Übersaw is a direct downgrade from the Bonesaw in Medieval mode, because you are unable to use your ÜberCharge and the weapon swings slower. Disregard this weapon entirely.
Vita-Saw
The Vita-Saw is a direct downgrade from the Bonesaw in Medieval mode, because you are unable to build up an ÜberCharge and you spawn with 10 less health. Again, disregard this weapon as well.
Amputator
The Amputator is an direct upgrade from the Bonesaw. It deals identical damage, but when you taunt it will heal all nearby teammates, at the cost of leaving you vulnerable for just over four seconds. Use this, instead of the Crusader's Crossbow to heal many teammates at once. Using this with the Crossbow will give you one extra health regenerated per second.
Solemn Vow
Like the Amputator, the Solemn Vow is a direct upgrade to the Bonesaw. It allows you to enter combat more intelligently, as you can gauge how much health enemy players have. Using this with the Crossbow enables you to select targets which have less health to go for, for a more likely kill.
Sniper
Since the Sniper retains one of his Primary Weapons, which happens to be a ranged weapon, he can still be considered a good class to play in Medieval Mode.
Primary Weapons
The Sniper Rifle, Sydney Sleeper, Bazaar Bargain, and Machina are not allowed.
Huntsman
As the only primary weapon the Sniper has, equip it if you have it. It is capable of dealing lethal force with a single shot, if aimed accurately. Additionally, use the various torches located throughout the map to light your arrows on fire to ignite enemies on hit.
Secondary Weapons
The Submachine Gun and Jarate are not allowed.
Razorback
The Razorback is technically a direct upgrade, but is only useful if the enemy team has a lot of Spies. Use the Razorback if the enemy team has Spies running around or if you don't have Darwin's Danger Shield.
Darwin's Danger Shield
Darwin's Danger Shield provides 25 extra health, which is very useful in close quarters combat. Use this if Spies are not a problem.
Melee Weapons
Kukri / Saxxy / Conscientious Objector
The Kukri is a decent weapon that deals good damage.
Tribalman's Shiv
The Tribalman's Shiv initially does 50% less damage, however causes enemies to bleed for 6 seconds. After the bleed effect, the weapon finishes at around 80 damage. However, this leaves the target time to heal himself. Use this where there are few medkits nearby. The Shiv can be used for Spy checking, as Cloaked Spies are noticeable if they are bleeding.
Bushwacka
Due to this weapon dealing crits when it would normally mini-crit, it is more useful than the Kukri in several situations, such as when an opposing Heavy has consumed a Buffalo Steak Sandvich. However, without a way to create mini-crits yourself, it's not as useful as it would be with Jarate. Watch for other Huntsman Snipers (using torches to light their arrows) or Sharpened Volcano Fragment-wielding Pyros.
Shahanshah
The Shahanshah increases your damage by 25% when you are lower than 50% of your max health, but decreases it by 25% when you have more than 50% of your health. If you are planning on melee fighting only, do not use this weapon. The damage increase for low health isn't usually worth less damage at high health.
Spy
While a main job of the Spy - sapping and destroying buildings, is not available in Medieval mode, the Spy still retains his abilities to backstab, Cloak, and disguise. However, loss of the Revolver means that damage output can be very low if you are finding that your backstabs aren't landing.
Melee Weapons
Knife / Saxxy / Black Rose
The Knife deals pitiful damage in one-to-one combat. It is highly advised that you stay away from fighting unless necessary and stick to backstabbing enemies only.
Your Eternal Reward
Since you now have lost one of your only tools in Medieval mode, you'll have to rely more on Cloak to hide. Once you have a disguise, feel free to move around freely, but still be careful not to blow your disguise with a stray attack. Remember to Cloak if you need to move around faster or escape.
Conniver's Kunai
The Conniver's Kunai's health reduction makes you very weak. Unless you are under the effects of its overheal, one melee swing from most classes can kill you. Play aggressively and try to land continuous backstabs to maintain your health and eliminate any negative status effects such as afterburn or bleeding. Using the Dead Ringer in conjunction with the Conniver's Kunai will allow you to quickly navigate behind enemy lines without dying quickly.
Big Earner
The Big Earner's health reduction does not make you as weak as the Conniver's Kunai, but the 25 health penalty can be a breaker in one-to-one combat. Play aggressively and get multiple kills to rapidly charge your Cloak for an escape.
Spy-cicle
In Medieval mode, this weapon recharges instantly, granting immunity to being ignited. Use this if the enemy has many Sharpened Volcano-using Pryos or Huntsman Snipers, as it'll negate the afterburn aspect of the weapons.
PDA 1
Disguise Kit
Many of the basic strategies for the Disguise Kit hold true in Medieval Mode. Try to act like what that class would be doing. However, pay attention to what weapon your disguise is holding. If your disguise is holding a weapon that cannot be used in Medieval Mode, that gives the enemy team an obvious sign that you are a Spy. Press your "Use Last Disguise" key to change your weapon to melee.
PDA 2
Invisibility Watch / Enthusiast's Timepiece
As Medieval Mode maps are generally small, you won't need to cover a very large distance, which is where the Invisiblity Watch excels. However, with few places to refill your Cloak, you'll find it hard to recharge yourself. Equip another watch to give yourself more versatility.
Cloak and Dagger
Since Medieval maps have few, if any, places to refill ammo (except for fallen weapons), this is a good weapon to use for Medieval mode. Sneak behind groups of people and then land backstabbing sprees.
Dead Ringer
Since there are few places to refill your Cloak, it will be difficult to get anywhere far with the Dead Ringer. Use it with the weapons that reduce your health to survive in places of intense fighting.
See also
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