Community Upward strategy/pt-br
Upward | |
---|---|
Informações básicas | |
Tipo de mapa: | Carga Explosiva |
Nome do arquivo: | pl_upward
|
Adicionado em: | Atualização de 8 de julho de 2010 (Atualização do Engineer) |
Variantes: | Hassle Castle |
Desenvolvedor(es): | Valve |
Informações do mapa | |
Ambiente: | Deserto |
Cenário: | Dia, ensolarado |
Perigos: | Queda em abismo |
Compatível com bots: | Sim |
Itens do mapa | |
Kits médicos: | ×5 • ×7 • ×1 |
Caixas de munição: | ×1 • ×15 • ×1 |
Imagens do mapa | |
Vista aérea | |
Esse artigo é sobre Estratégia de comunidade para Upward.
Índice
Geral (Todas as classes)
- É essencial observar todas as rotas alternativas ficando longe das mais movimentadas se necessario.
- Do not jump against the wooden bearing in the tunnel, otherwise you and other players doing alike can get stuck (clipping fault).
Estratégia para cada classe
Scout
- No ataque,se algum Pyro Vermelho force seu time a se separar logo antes de capturar o primeiro objetivo, Leite Louco pode extinguir seus aliados. Leite Louco é mais útil nesse mapa do que a Pistola Padrão ou o Ala devido ao combate a média ou curta distancia no mapa, especialmente no primeiro ponto.
- Você pode usarForça da Natureza para empurrar inimigos para fora do mapa. Lembre-se, a Força da Natureza não tem um knockback ridículo. Não espere que um Heavy ivulnerável voe para fora do mapa com um único tiro da Força Da Natureza
Soldier
- Como é provável que você enfrente Sentry Guns inimigas, o Avacalhador 5000é uma péssima escolha para ataca-las devido suas limitações de dano. Use os outros lança-foguetes para ataca-las e eventualmente se esconder para pegar cobertura para recarregar e conseguir derrubar as construções .
- Soldiers não conseguem realizar saltos-foguete com frquência devido ao design do mapa, então use o Atirador Reserva contra inimigos no ar ou use os estandartes de batalha Reforço do Batalhão, Estandarte de encorajamento, Conchistador ao invés dos Coturnos de Macho ou as Canhoneiras.
- Soldiers sempre são valiosos para o trabalho em equipe no Upward. Existem muitas arêas no jogo com pouca cobertura, apenas algumas rochas e paredes aqui e ali . Lança-Foguetes como O lança=foguetes do lamentável e tiro certo são bem úteis aqui, ja que não existem obstáculos para seus disparos.
Pyro
- Graças a abundância de penhascos , é recomendado que Pyros usem a Rajada de ar do Lança-Chamasl padrão ou do Desengraxante para lançar alvos importantes como Heavies e Medics para fora do mapa. Isso é rápido e efetivo e é útil para dar mais tempo para seus aliados prepararem mais defesas . Talvez seja até uma boa idéia trabalhar em conjunto com um Engineer para que knockback de sua sentry empurre inimigos com ÜberCarga para fora do mapa logo depois de você lança-los no ar usando a rajada de ar. O problema do Queima-costas é que impede muitas rajadas devido seu maior custo para rajadas de ar
Existe um quantidade limitada de Kits de Vida nesse mapa , sendo assim o afterburn é muito efetivo. Tente surpreender seus inimigos em locais fechados como construções e corredores.
Demoman
- Graças a grande quantidade de boas poisções de Armas Sentinela nesse mapa o Lança Stickybombs padrão é a melhor escolha
- Alguns ninhos de Engineer são posicionados para o flanco do seu time então projéiteis que quicantes como os do Lança Granadas são necessarios. The first example on this map is the place right at the first medium health pickup close at the first control point.
- Demoknights are not very welcome here, as the multiple open spaces and shooting ports will not suit the close quarters mayhem the Demoknight is suited for. Stick with your Lança-granadas.
Heavy
- The map contains many spots where Heavies can hide quite easily. The Tomislav with its fast spin-up time can make surprise attacks easy, whereas the Brass Beast, with its weight and slow spin up time, might not be a good choice.
- On offense, call for a Medic to give you an ÜberCarga, then concentrate on waves of enemies and their buildings, which are problematic for your team's push.
Engineer
- There are many effective Sentry Gun positions on this map that you may take advantage of. This is especially so just before each capture point, as there are usually blind corners or the spawn room nearby.
- The first point as an Engineer can be a nightmare to cover. Due to the enemy team staying close to the cart and only two 100 metal ammo packs to share among your fellow Engineers, Dispensers are a timesaving solution to this problem.
- Below the Sniper deck is a health pack, with a good amount of space for a one man sentry nest. It's better to stick close to the health and set up your sentry there, but with the threat of Spies lingering, be wary of the Sap and Stab method.
- If your team loses the first point, it's better to fall back on the second point itself. The tunnel's catwalk is a viable area to cover as a lone Engineer, but with its spammable stairs and vulnerability to an ÜberCharged Medic and his partner, it's better to retreat from this area.
- The second point has its advantages, with a house used for a Sniper deck or a wrangled Sentry Gun, and a platform for an unwrangled, it's an excellent choice for a line of defense.
- The offensive Engineer can be a total nightmare for you, or the enemy team. Teleporters can be reduce the long walk time for slower classes such as the Heavy or a non-rocket jumping Soldier. Using map knowledge of its many flanking passages and windows, Upward can be the map for smart engies.
- The upward in Upward comes from the deathly ascent of the cart towards the RED's main base. Engineers attacking or defending will have the most trouble here than anywhere on the map. Flanking Engineer nest can prove good for BLU but with Sentry Guns or capable RED teammates, BLU team will have to focus on the Engineer's Teleporters to overcome the Engineers.
- Try to hide your Sentry Guns on the enemies backyard during Setup time: Round the back of the base, under the overpass. These sort of areas are only visited by a few but those few are destroyed on entering it's range.
Medic
- Watch yourself and your Medic Buddy back in the section of the map between the first and second checkpoints. Since this is in the underground section of the map, there are many secluded positions and corners where it would be easy for a Spy to sneak up on you.
- The map hardly offers plain areas for easy aiming and healing with the Crusader's Crossbow, so concentrate on healing with your secondary weapon.
- The Kritzkrieg's type of ÜberCarga isn't useful for destroying the many buildings your enemies might set up. Crits don't deal extra damage against buildings, so use the default Arma Médica instead for invincibility.
- When on BLU and trying to cap the final point be sure to watch your back in the two exits just past the previous point. There can often be Spies, Pyros, and Scouts running out and targeting you.
- There is often a Sentry Gun around the corner on the last point. Remember to run in first ahead of your Medic Buddy when ÜberCharging so the Sentry Guns will target you and give your team the chance to take out the Sentry Guns.
- The opening seconds often lead to carnage and multiple kills from Snipers far away. Wait for five seconds before leaving to avoid the first round of headshots from the RED's Snipers.
Sniper
- On offense, your first job will be to take out the Snipers trying to shoot your pushing teammates. Also, it is possible to take out players coming up the wooden path (small route) or the middle way. As soon as your teammates have taken the first checkpoint, you should climb up onto your base's roof and spot enemies crossing the tunnel area from above. It may take a while and depending on the situation to find the best position. With your back touching the wall, it is impossible for Spies to backstab you.
- On defense, get your first kill by lurking upstairs above at the health pack. You have a perfect view towards the BLU middle base gate, the closest one to the cart. Searching for targets would be simple and you can also use the Machina's penetrating feature to hit multiple targets. Watch out for enemy Snipers who may kill you. You can team up with an Engineer; he can build a Dispenser near you behind the walls, as well as Teleporters for you to get to the location fast, and a Sentry to cover your whole team's back. If needed, jump down to the left for ammo or take the stairs down for health.
- If your team gives up the first checkpoint, Snipers should go back to the rocks / the little wall (area above the tunnel). Aiming without any cover will make it easy for BLU Snipers on their base's roof to kill you.
- When defending, feel free to move further behind the front lines by quite a bit. The open plains at the start, over the mine shaft and before the final stages of the round are open plains and common sniping zones. Be wary of Soldiers and flare gunning Pyros.
Spy
- Take advantage of the many side routes in this map. As people travel these much less on these than the main route, it is much safer not being caught in the crossfire.
- On defense, the best time to attack the enemies on the cart is when they're all focused on something else. Wait for an opportunity, and then attack.
- A good place on defense to be during setup is on the roof of the building by BLU spawn. You can jump down when the gates open, and perform a jump stab on the enemies below.
- Due to the open ended nature of some places on the map enemies are bound to forget to look at most nooks and crannies. You can take advantage of many places to recharge your Cloak meter or disguise/undisguise without getting noticed. Those who are more experienced with this map will be checking the unused areas, so no matter where you are. There are a lot of sentry forts around so on a backstab without the Y.E.R. will usually result in your obliteration.