User:Magic Magician/Sandbox

From Team Fortress Wiki
Jump to: navigation, search

Further layouts for Community Sniper Strategy.

Gravel Pit

General

  • Gravel Pit's long sight lines favor Snipers, and almost all approaches to the capture points are marked by areas that one or two Snipers can readily cover. As BLU, anticipate at least one RED Sniper with the team in each CP, and as RED, remember that BLU has several protected sniping areas that you do not.
  • When on BLU, you're somewhat limited in what you can do. BLU is bottlenecked very badly when exiting spawn into both A and B. However, once your team has taken ground at either point, the bottleneck becomes less of a problem, allowing you to snipe enemies coming to fight off your teammates with greater ease. Also, after taking both A and B, enemies on the tower at C are vulnerable to Sniper fire. C is where you'll be able to do more damage.
  • Look for alternate attack routes, especially on Point C. It is possible to snipe distracted defenders from multiple angles and sneak away quickly to another one before they can react.

Capture Points

  • Point A
    • When defending A, there are four entrances to A to consider:
      • 2 spawn entrances,
      • The connecting tunnel, and
      • 1 entrance from C.

If B hasn't been taken then the C entrances doesn't pose much threat. A is undoubtedly the harder point to snipe at. There is no clear view into the bottlenecked spawn entrances, or any good cover. However, you can see most of the whole side of the map from the building that houses the control point.

  • Point B
    • When defending B, there are 5 entrances to B that you must be aware of when sniping:
      • 2 coming from BLU spawn,
      • 2 coming from C, and
      • 1 connecting tunnel between A and B.

Again, if A hasn't been taken, then you don't have to worry about the C entrances very much if at all. The connecting tunnel entrance is positioned directly to the right of the right spawn exit, so watching both at the same time is relatively easy, yet somewhat inaccessible. The left exit, is a long tunnel that forces the blue players into a bottleneck, and with a large rock outside of it offering a defensive Sniper cover, it makes a good spot for sniping.

  • Point C
    • When defending Point C, either side of the spawn point gives a good field of fire and relative protection from Spies due to the long run to reach it. You can also shoot into the side hallways from here. Also, the tower that houses the final control point gives relatively good cover, and allows you a good view of all 3 entrances into C.