Estratégia da comunidade para o modo Versus Saxton Hale

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Este artigo é sobre estratégia da comunidade para o modo Versus Saxton Hale.

Estratégia geral (como Saxton Hale)

VS Saxton Hale Responses Icon.png Saxton Hale

  • Ao jogar como Hale, você possui bastante vida, grande mobilidade e dano massivo, tornando-o incrivelmente poderoso em curta distância. Sua fraqueza é a sua falta de armas à distância, mas, em função de sua mobilidade, ela é facilmente compensada.
  • Se você está lutando contra um alvo com Saúde alta (como um Heavy ou um Soldier com sobrevida) e não usou o Saxton Punch! a um tempo, pode ser mais vantajoso esperar um pouco a habilidade recarregar para causar dano extra.
  • Se há várias construções de Engineer construídas muito próximas umas das outras, especialmente Sentinelas, um Saxton Punch! pode destruir o ninho inteiro. Isso também pode ferir significativamente o(s) Engineer(s), se eles estiverem próximos, e potencialmente outros membros do time RED (caso eles também estiverem próximos).
  • Tente usar a Sweeping Charge frequentemente, tanto para alcançar rapidamente Scouts irritantes ou, em conjunto com o Brave Jump, alcançar áreas vantajosas. Ela causa dano moderado e empurra inimigos para trás, o que também significa que você pode lançar um Medic no ar e eliminar uma das fontes de cura mais consistentes para os Mercenários.
  • Há certos inimigos que são de alta prioridade. Abaixo há alguns desses alvos, o motivo de terem prioridade tão alta, e como lidar com eles.
    • Medics são especialmente preocupantes, visto que eles podem impedir que você mate os Mercenários com um soco, como de costume. Eles possuem uma redução de 30% de dano contra seus ataques, mas são empurrados para trás com 300 Unidades Hammer extra de força. Utilize isso em sua vantagem, acerte um Medic uma vez para empurrá-lo contra a parede, e então acerte-o novamente para finalizá-lo.
      • Medics fazendo Überchain, embora pouco prático, podem ser um grande perigo caso você os deixe acertá-lo. Esforce-se para separá-los com um soco, ou utilize o Mighty Slam para empurrar ambos Medics para trás com grande força.
      • Também deve ser notado que a Überserra concede ao Medic tanto o dobro da taxa de ÜberCarga quanto 50% de ÜberCarga por acerto.
    • Engineers também são de alta prioridade, pois se muitos se juntarem para criar um nest, isso poderá se tornar uma das maiores ameaças a você. Experimente esperar o seu Saxton Punch carregar, então tente ou utilizar uma de suas habilidades para se aproximar com maior facilidade ou tente correr diretamente até o nest para se prevenir de coices potenciais, embora a Mighty Slam ignore coices e possa ser utilizada para destruir diversas Sentinelas e Fornecedores de uma vez.
    • Pyros também devem ser priorizados, visto que a sua rajada de ar é uma das mecânicas mais fortes neste modo de jogo, já que ela pode proteger o Medic, assim como impedir que você capture o ponto de controle.
      • Tente armar um ataque surpresa com a Sweeping Charge ou o Brave Jump em conjunto com o Mighty Slam, então elimine-o enquanto está em pânico.
      • Pyros que utilizam o Flogistinador não são uma ameaça tão grande, pois você pode facilmente matá-los em função da sua falta da rajada de ar. Você também pode evitar os seus impulsos críticos esperando ao lado deles e os matando assim que a sua invulnerabilidade acabar. Porém, se um Medic ativa uma ÜberCarga em um Pyro enquanto ele ainda tem um impulso crítico, é fortemente aconselhável que você corra e persiga alvos diferentes.
  • Enquanto a Mighty Slam está recarregando, ainda é possível pressionar o botão (tecla padrão: Ctrl) para acelerar a queda e aumentar o seu dano de pisada.

Estratégia geral (contra Saxton Hale)

  • Procure manter o time junto, ao invés de jogar sozinho, pois Saxton pode eliminar facilmente jogadores que estejam sozinhos. Certifique-se que vocês não estejam muito próximos uns dos outros de forma que Saxton poderia facilmente matar o seu time inteiro.
  • O braço esquerdo de Saxton Hale brilha com a cor vermelha quando o Saxton Punch! está pronto. Espalhem-se para minimizar os danos de um ataque.
  • Se estiver jogando como Medic, tente fazer Hale desperdiçar o seu Saxton Punch! ativando a ÜberCarga no jogador em que ele estiver mirando.
  • Caso esteja em uma queda fatal, tente acertar uma superfície com a sua arma corpo a corpo para escalar a parede e zerar o dano de queda.
  • Caso você possua a provocação Pedra, Papel e Tesoura e seja o último Mercenário vivo, pergunte a Hale se ele está disposto a participar em uma batalha de mãos. Caso você vença, Hale morrerá. Caso você perca, você terá atrasado o inevitável.

Estratégia específica de classe (contra Saxton Hale)

Leaderboard class scout.png Scout

  • A Destruidora do Degenerado é uma ótima escolha de arma primária, permitindo que você escape de Saxton com a sua Energia cheia após alguns acertos. Devido à falta geral de fontes de dano (como a falta de Sentinelas inimigas), não há muito com o que se preocupar quanto a perder a sua quantidade de Energia.
  • A Força da Natureza pode ser uma ferramenta útil para empurrar Hale para trás quando este estiver próximo, possivelmente para uma fonte de dano ambiental.
  • Usar Bonk! Pancada Atômica pode ser ótimo para atrair Hale para longe do resto de seu time para flanquear.
  • Considerando que há apenas um alvo para causar dano, o Leite Louco é uma escolha excelente, pois permite que seus companheiros de equipe curem Saúde perdida ao acertar o alvo no qual já estavam focados, permitindo uma maior longevidade do seu time.
  • Embora arriscado, acertar Hale com o Leque d'Guerra marca-o para a morte, permitindo que você e seu time cause danos minicrits por um curto período de tempo (15 segundos).
  • A Criti-Cola pode ser uma boa amplificadora de dano, pois a desvantagem de marcar você para a morte pode ser quase inteiramente ignorado, visto que Saxton é capaz de matá-lo com um acerto independentemente.

Leaderboard class soldier.png Soldier

  • Banners are effective in keeping your team alive or increasing the damage done against Hale.
    • Although risky, the Market Gardener can be used to instantly charge a banner.
  • All Banners are useful in their own ways, below is a few of each one's use cases.
    • The Buff Banner is useful in increasing your team's offensive power, and when Hale is at moderate levels of health, it can often be the difference between a win and a loss.
      • Additionally, it also allows your team to consistently pepper Hale with moderate damage from large ranges, due to Mini-crits having a lack of damage falloff, further increasing the offensive power of your team.
      • However, it is rendered obsolete due to the Mini-crit buff the mercenaries receive when there are 3 left. It is still useful in the earlier stages of the game.
    • The Concheror excels at giving your team the longevity they need to take on Hale head-on more comfortably.
      • The speed boost the Conch provides allows teammates near the start of the game to be able to better escape Hale, or have an easier time outmaneuvering him.
      • The health gain on hit also gives friendly Heavies and Pyros an easier time dealing with Hale, as the DPS the Metralhadora Giratória and Flamethrower have, in addition to the speed boost allows them to be able to heal a good amount of the damage they took from Hale.
      • The reduced amount of damage needed to activate the Conch means it is far more versatile than other banners, due to the extremely useful buff they give in this game mode.
      • The speed boost becomes obsolete when Hale reaches higher speeds due to his speed scaling in relation to how much health he has left.
    • The Battalions Backup is extremely useful at greatly dampening Hale's attacks, allowing teammates to stay in the fight for longer.
      • The damage reduction it provides means that all classes, with the exception of light classes (unless they are overhealed!) can survive 2 punches from Hale, with Heavies being able to survive 4, and Soldiers with the Battalions being able to survive 3 with overheal.
      • Additionally, overhealed Soldiers with or without the Battalions can survive Saxton Punch, with Heavies being able to survive it with or without overheal.
      • The increased health from the Battalions often doesn't come into play, as you still die in 2 hits with or without it equipped if you do not have overheal, however since your max health is increased, you do receive more health from health packs, which can be the difference between life and death.
      • Unlike other banners, the Battalions is useful at all times, as the damage reduction can often allow you and a friendly Pyro to be able to cap the final point, with the Battalions being a safety net.
  • It is recommended that you use either the Lança-Foguetes, Black Box, Original, or the Direct Hit with the Banners as they all boast great and reliable damage.
    • The Direct Hit in particular deals 25% extra damage, which can charge the Banner faster. It also has the ability to Mini-crit Hale whenever he is airborne.
      • You do have to be especially accurate, due to the 70% explosion penalty.
  • Consider using the Market Gardener to deal large amounts of damage to Hale, as there is no real downside to it aside from a slower wall climb speed.
    • Trolldier can actually be viable if you are good at rocket jumping, and can consistently hit Gardens, as Hale will have a hard time hitting a highly mobile target that only stops to reload their Lança-Foguetes. Be advised that the Rocket Jumper no longer has its extra ammo buff, so you will need to use ammo packs or Dispensers often.
      • One launcher you could utilise is the Liberty Launcher in conjunction with the Gunboats, as it both severely reduces the amount of self-damage you take as well as having an extra rocket in the clip. The damage penalty doesn't matter as much as you will usually be using your Market Gardener to deal damage, but it is useful for dealing some damage if you miss the Garden.
      • You do risk underperforming or being caught out as you will spend a good amount of time travelling to ammo packs or reloading due to the nature of the Liberty Launcher and the Rocket Jumper, but the potential payoff is incredible.

Leaderboard class pyro.png Pyro

  • A rajada de ar é uma ferramenta eficiente para manter a si mesmo e seus companheiros de equipe afastados dos ataques de Hale ou para colocá-lo em uma posição desfavorável (como um perigo ou um canto). Uma rajada de ar pode evitar que Saxton realize um ataque de Mighty Slam completamente.
  • A Arma Sinalizadora é eficiente em conjunto com outros Pyros causando dano de fogo. Pode ser difícil acertar Saxton, mas você é recompensado com dano crítico na maioria das vezes, então considere utilizar a rajada de ar para empurrar Hale em uma direção previsível e tornar mais fácil de acertá-lo.
  • O Propulsor Térmico pode ser uma boa ferramenta de escape quando você está sem munição. Lembre-se que a velocidade de troca mais lenta o deixa vulnerável por um tempo.
  • O bônus de dano do Queimachado contra alvos em chamas é somado com os acertos críticos, causando de 191 até 371 pontos de dano. O coice causado por armas corpo a corpo também o permite a rapidamente causar uma grande quantidade de dano em Hale, e então afastar-se.
  • O ataque duplo da Bofetada de Brasa pode ser utilizado para escalar paredes mais rapidamente.
  • O Flogistinador pode conseguir acertos críticos garantidos contra Saxton Hale, mas remove a sua habilidade de utilizar a rajada de ar. Considere utilizar essa arma caso a sua equipe possua um outro Pyro ou caso ela proteja você bem.
    • A Über temporária da provocação do disparo alternativo pode protegê-lo contra o dano de Saxton. Se cronometrado corretamente, você pode utilizar o seu coice para alcançar uma distância segura ou causar dano crítico mais cedo.
  • A Queima-Roupa também é altamente recomendável, visto que ela pode funcionar como uma mini rajada de ar em relação ao seu coice, permitindo que você se distancie caso você não possa utilizar a rajada de ar de forma confiável.

Leaderboard class demoman.png Demoman

  • Your Lança-Stickybombs can deal nearly 1000 damage with a well-placed detonation, or 3000 if they are Critical Hits. Try luring Hale into a hidden trap to take a good chunk of his HP, but be subtle about it, or he may back off or simply maneuver around the trap to kill you.
    • The Scottish Resistance is the most suitable weapon for setting traps, as the weapon's +75% maximum stickybombs per trap offsets the -20% damage penalty it carries in this gamemode.
  • Consider equipping the Loose Cannon as your primary weapon to push Hale away when he gets too close or even stunlock him in place.
  • Almost all melee weapons are are permanently crit-boosted in this gamemode. Because of this, Demoknight can do lots of damage.
  • Hale's mobility is very high, so charging with one of the shield weapons can help you close the distance. When Hale is distracted by other players, charge at him. If Hale is running at you with a glowing fist, charge away from him before he hits you with Saxton Punch!.
  • All shields will nullify the first punch you take from Hale, but the shield will break in the process, losing the ability to charge. Losing your shield charge can be worth it if you manage to deal lots of melee damage beforehand, but you will have less escape options afterwards.
  • The Tide Turner's main downside of not granting critical hits while charging does not apply to Versus Saxton Hale, due to the perpetual crit-buff on melee weapons. The extra turning control can provide more ways to attack or escape from Hale, making it a very good choice.
  • The Splendid Screen is a splendid choice for Demoknight, as the increased charge recharge rate means that you can more often charge at Hale, and escape. It does not have the same turning control of the Tide Turner, however, so try to aim your charges to where you think Hale will be, not where he currently is.
  • The Chargin Targe is an ill-advised shield, as it lacks any additional upsides from the damage resistances, which mean nothing in this game mode due to you fighting a melee based enemy, not fire or explosives.
  • The Half-Zatoichi heals the player for every successful hit against Hale, making it an excellent option for surviving close encounters. If you can hit Hale twice for every time he hits you, you can survive for much longer whilst dealing lots of damage.
  • The Eyelander grants one head for each successful hit against Hale. The increased movement speed can be helpful for evading Hale's attacks or chasing him around the map.
  • Swords in general provide better mobility with regards to wall-climbing, as their increased melee range allows them to more easily strike the floor to gain a height advantage. This can be used to either make a quick get-away or approach Hale from an unexpected place.
  • In this gamemode, swords deal less knockback than other melee weapons. However, their increased melee range can still help you maintain some distance from Hale.

Leaderboard class heavy.png Heavy

  • As Heavy, your poor mobility makes you an easy target for Hale when you are alone, as you have no way to outmaneuver Hale once he decides to target you. With your team's support, however, you can deal heavy damage to Hale.
  • Be aware that Saxton Hale has a 40% damage resistance against all of Heavy's miniguns. Although this doesn't render you ineffective, it is something to consider if you are buffed by the Conch or Hale is drenched in Mad Milk.
  • If you are at full health, you can always survive a punch. You can survive two if you have a Medic overhealing you.
  • Manage your ammo supply carefully, as your Miniguns can chew through all 200 rounds very fast. If you have an Engineer on your team, make sure to check where he places his Dispenser so you can retreat there. A voice response plays if you are low on ammo.
    • Standing next to a Dispenser and peppering Hale with an endless stream of bullets from a distance may not be as exciting as fighting him head-on, but this damage can add up if he ignores you.
  • The Tomislav's tightened bullet spread can be used to keep a longer distance from Hale while suffering minimal damage losses. Its quicker rev-up time also makes it best for making a quick getaway or to quickly pull out another weapon if necessary.
  • If you have no Engineer, or you notice their Dispenser is in a very inconvenient place or keeps going down, consider using the Escopeta as a backup weapon.
  • The Brass Beast's 20% damage bonus is very useful when you are supported by your team, especially when paired with a Kritzkrieg Medic. Try to get to high ground where Hale will have difficulty reaching you.
    • You are a sitting duck whilst you use this weapon, if Hale decides to focus you, simply deal as much damage as you can before dying. You will at some point, so it's better to hurt Hale more than die in vain.
  • The Natascha has a 15% chance to apply slowdown to Hale, making it less viable in close proximity. If you can spray Hale with it constantly, however, he will find it harder to reach his targets, especially if your team is firing several Nataschas at him. As with the Brass Beast, try to reach the location where Hale is not able to easily attack you, such as high ground.
  • The large knockback of melee weapons means that a skilled Heavy can use them to push Hale back, while still gaining benefits from on-hit effects.
    • The Warrior's Spirit grants you 50 HP for every hit against Hale, possibly letting you escape in risky situations.
    • The Killing Gloves of Boxing trigger a 5-second crit-boost to your other weapons on hit, allowing for a high risk, high reward playstyle. If paired with Mad Milk or a Medic, you can punch Hale, then grind through his health with your primary or secondary while surviving his onslaught.
  • The Eviction Notice's increased firing speed lets you wall climb faster and to higher places, and the rapid attacks can also pin Hale to a wall while making it difficult for him to retaliate thanks to its on-hit speed boost.
  • Beware of Hale's Saxton Punch!, as it will kill you instantly unless you are overhealed.
  • The Punhos of Steel are rather detrimental when fighting Saxton. Not only do they make you more vulnerable to Saxton's melee-heavy combat style whilst active, but the reduction to healing decreases your survivability even more.
    • Keep in mind however that the reduced overheal means that Medics receive Ubercharge at an increased rate.
  • The Holiday Punch can stun Hale in a laughing animation, allowing your team to get in some free damage. However, if Hale takes too much damage, his stun will be cancelled, knocking back those nearby.

Leaderboard class engineer.png Engineer

  • The Engineer, as well as the Medic, are the big support classes on your team. Each of your buildings serves a very good purpose.
  • Try to hide your Dispenser out of sight in places where Hale must go out of his way to reach or where he won't easily find it. Communicating to your team where you have placed it can be helpful to ensure they have a safe place to retreat to. If it is destroyed, build a new one as soon as possible; your team will soon run low on ammo without it.
  • Build your Sentry Gun guarding locations where Hale is likely to spend time in to slowly chip away at his health as he fights your teammates.
    • Sentry Guns can be rebuilt; your teammates cannot. Placing a Sentry in the open can be a great distraction and waste Hale's time while your teammates use the downtime to heal or pile damage on him.
  • Teleporters can be used as a quick escape tool when Hale gets near.
    • If your team is running out of ammo and you don't have a Dispenser set up, you can convert your Metal to ammo by constructing a building and immediately demolishing it. Each building drops 4 gibs when destroyed (aside from the Dispenser, which drops 5), each gib the equivalent of a medium ammo pack.
    • The Eureka Effect can help you hide personal Teleporters more easily or escape while your Teleporter entrance recharges, but beware of the long taunt animation preceding your escape.
  • Dispensers, Teleporters, and Sentry Guns can be used to physically block Hale's movement on the ground. Barricading doorways or corridors like this can slow him greatly, allowing your team more time to damage him. Remember that buildings alone are extremely vulnerable to Hale's Sweeping Charge.
    • Teleporters are only effective for blocking ramps and inclines where the incline prevents Hale from simply walking over it. Make sure your teammates know where the barricade is, or they may get stuck while fleeing from Hale.
  • The Rescue Ranger is extremely useful for saving your buildings from a safe distance when Hale attacks, as well as maintaining buildings built by other dead or busy Engineers. Be careful when teleporting a building, as it leaves behind a trail towards your location.
  • When using the Frontier Justice, remember that your Sentry Gun will be credited with one assist for every 200 damage dealt to Hale.
    • Level 1 Sentry Guns grant a Revenge Crit between every 5-11 seconds, a level 2 grants one between every 3-7 seconds, a level 3 grants one between every 2-7 seconds, and a Mini-Sentry grants one around every 20 seconds.

Leaderboard class medic.png Medic

  • Medics take only 70% damage from Hale's fist, allowing you to survive a hit.
  • All Mediguns have a quicker ÜberCarga rate with the Ubersaw equipped.
    • The Ubersaw also grants 50% uber per hit, needing only 2 hits to have full Über.
  • Prioritise the classes closest to Saxton Hale, as they are the ones in the most danger.
  • The normal Arma Médica's ÜberCarga is best used on teammates that can deal large amounts of damage, either if they are about to die or if they are very close to Hale. This can force him away while dealing a lot of damage.
    • Changing targets during ÜberCarga is very important, considering the Saxton Hale player may focus on other teammates close to him when he sees someone being ÜberCharged.
  • If you have a full normal ÜberCarga, try using yourself as bait. Lead Hale away from the main battle whilst your teammates deal large amounts of damage to him. Once he gets close, use the ÜberCarga on yourself and use the increased knockback you receive to make your escape, wasting Saxton's time.
    • This strategy is especially effective when Hale has Saxton Punch! ready, as without overheal you are guaranteed to die from it. In general, Saxton will know about this, so try to ÜberCarga just before he hits you with it to waste the potential killing power of it.
    • You can extend your ÜberCarga while it's going by hitting Hale with the Ubersaw.
  • The Kritzkrieg is a great damage dealer, but as a trade off it makes you and other allies more vulnerable during Über. Considering equipping it only if there is another Medic running the default Arma Médica.
  • Consider attempting an Überchain with a friendly Medic if you are confident in your melee combat skills, as it only takes 2 hits from the Ubersaw to fully charge your Über. Additionally, all melees are constantly crit-boosted, which means that in addition to being perpetually ÜberCharged, the damage dealt as a result will be no laughing matter.
    • Keep in mind that Überchaining is easily rendered useless if Saxton is smart and knows to run so that your ÜberCarga is used up.
  • Just like in normal jogabilidade, there are classes that are generally better to heal and ÜberCarga as a Medic, though you should heal everyone regardless. Below is a list with the advantages and disadvantages of some classes.
    • Heavies are generally not a great pocket but is a great target to occasionally overheal completely, due to his immense damage output even with his damage reduction and his big health pool, to the point where with full overheal he can survive 2 punches from Hale, and survive 1 Saxton Punch!. Consider ÜberCharging a Heavy when Hale starts focusing him, as this will either result in the Heavy doing a lot of damage or Hale switching targets.
    • Demomen usually aren't the best ÜberCarga target, as his weapons are more suited to less mobile opponents, although his sticky traps can be deadly if paired with a Kritzkrieg. Demoknight, however, is a wonderful ÜberCarga target, as his melees deal superb damage and can quickly shred through his health. This is amplified by the Eyelander and the Half-Zatoichi, both of which allow Demoknight to better engage Saxton. Also note that your ÜberCarga prevents his shield from breaking.
    • Soldier is a good healing target, as his damage output and health means he can go toe to toe with Saxton often, which is helped if you heal and overheal him. An overheal can allow him to sustain a single hit and then use a rocket jump to escape. A Soldier with the Half-Zatoichi is especially dangerous to Saxton and is a good ÜberCharging target.
    • Pyro is a wonderful pocket, as their decent speed and reliable damage from their Flamethrower means that Pyros can very quickly burn through Saxton's health, especially with the Kritzkrieg. Pyros can also provide protection, as their rajada de ar can throw Saxton away from you, keeping you safe! However, be careful that Saxton is not between the Pyro and you because the Pyro may have to choose between saving themself with an rajada de ar and putting you in danger or dying. The best time to ÜberCarga a Pyro is generally in more enclosed spaces, where they can deal the most damage.

Leaderboard class sniper.png Sniper

  • High areas give a better vantage point on Saxton's head and have an escape route downward if he spots you.
  • Sniper is an easy class to pick off due to his lone wolf playstyle. Avoid the attention of Saxton by hiding in low-visibility spots, frequently changing spots, or having a route to teammates that can protect you.
  • The Sydney Sleeper is a great support tool to shoot Hale from far away and increase your team's damage output.
  • The Bazaar Bargain is highly recommended, as its higher charge rate increases your damage output greatly.
  • The Machina has the potential to deal large amounts of damage, but also has a larger chance of giving away your position to Hale.
  • Although very risky, the Huntsman and the Fortified Compound taunt kill can be used to stun Hale, allowing your team to pile on some damage for free.
    • Saxton Hale breaks out of the stun once too much damage has been done to him, knocking back and damaging those nearby him.

Leaderboard class spy.png Spy

  • Use the Dead Ringer to survive a hit from Saxton. Consider luring him away from your team first to buy more time for them to deal damage.
  • The Kunai and the Big Earner on kill effects trigger on backstab, allowing you to escape more easily.
  • Consider disguising as a friendly teammate with the Kit de Disfarce to conceal that you are a Spy or gain the Enforcer's damage bonus.
    • Consider disguising as a friendly Scout, as they will commonly use the Baby Face's Blaster, masking your slower movement speed.
      • It also is better for hiding due to the Scout's smaller stature, in addition to the fact Hales will commonly not check their back if they think it is simply a Scout behind them.
    • Disguising as a friendly Medic can also divert Saxton Hale's attention if you use the Dead Ringer, as it can lure Hale into a disadvantageous position thinking they are chasing a Medic, when they are in fact a particularly devious Spy.
    • Disguising as a Heavy or Soldier is ill-advised if you are not using the Dead Ringer, as Hales commonly target these classes due to their high damage output.
  • It should be noted that due Spy's knives registering a hit the moment you press primary fire (tecla padrão: MOUSE1), wall climbing is slightly easier and you can gain more height.

References