Difference between revisions of "Community Harvest strategy"

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({{class link|Demoman}})
({{class link|Scout}})
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== {{class link|Scout}} ==
 
== {{class link|Scout}} ==
 
*Scouts can double-jump to the middle shed and then across to the other team's building. This can be useful if the ground-level area is highly contested. They can also triple jump from the raised ground the the roof.
 
*Scouts can double-jump to the middle shed and then across to the other team's building. This can be useful if the ground-level area is highly contested. They can also triple jump from the raised ground the the roof.
*Use your [[Sandman]] stun ball to harass Snipers on the second floor.
+
*When an enemy is on the Control Point, a Scout can use the [[Sandman]] to stun enemies.  This will grant the Scout and his teammates greater ease to clear the Control Point.
 +
*With the [[Crit-a-Cola]] equipped, a Scout can clear choke areas, including the Control point barn.  However, be aware that it also sets Scouts up for eased death; approach hoards with caution.
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*The sheer speed of the Scout is excellent for clearing Snipers in tight sniping areas.  Use this to your advantage to eliminate any threats of Sniper attacks.
  
 
== {{class link|Soldier}} ==
 
== {{class link|Soldier}} ==

Revision as of 09:11, 19 July 2011

Harvest strategy.

Community Harvest strategy
300px
Basic Information
Developer(s): {{{map-developer}}}
Map Info
Environment: Farmland
Setting: Daylight, sunny
Map Photos
Loading screen photos.

General

  • The center shed provides more cover for attackers than defenders. Capturing the point is easiest with support from team members outside the shed.
  • Soldiers and Demomen can jump onto the roof of the shed with rockets or stickies and attack from above. It's also possible to lob grenades in through the roof.
  • The square shaped rooms in the main farmhouses ensure that there are many corner and blindspots for Spies; likewise, the corners and hiding spots in the farmhouses are great for Pyro ambushes.
  • Snipers like to stay in the upper levels of their team's farmhouses. If you happen to be in the area, take a moment to sweep the upper floor for enemy Snipers.
  • There is cover placed sporadically around the map, use it

Leaderboard class scout.png Scout

  • Scouts can double-jump to the middle shed and then across to the other team's building. This can be useful if the ground-level area is highly contested. They can also triple jump from the raised ground the the roof.
  • When an enemy is on the Control Point, a Scout can use the Sandman to stun enemies. This will grant the Scout and his teammates greater ease to clear the Control Point.
  • With the Crit-a-Cola equipped, a Scout can clear choke areas, including the Control point barn. However, be aware that it also sets Scouts up for eased death; approach hoards with caution.
  • The sheer speed of the Scout is excellent for clearing Snipers in tight sniping areas. Use this to your advantage to eliminate any threats of Sniper attacks.

Leaderboard class soldier.png Soldier

Leaderboard class pyro.png Pyro

  • Always make a Spy-checking. Usual they're near the buldings or on the second floor.
  • The Detonator is extremely useful for killing the Snipers on the second floor

Leaderboard class demoman.png Demoman

  • Demomen can jump on top of the middle buildings using a sticky jump and then drop bombs down onto the control point to kill the enemies quickly.

Leaderboard class heavy.png Heavy

Leaderboard class engineer.png Engineer

  • Try to create a Dispenser near the Center Shed. Your team will say you "Thanks!".
  • Place a sentry on the roof of the farmhouse and use the Wrangler to provide support fire all over the battlefield.
  • The rapidly shifting battle field makes the Gunslinger an attractive proposition.

Leaderboard class medic.png Medic

  • Help Soldiers and Demomans, who wants to make a Rocket jump or Sticky jump.
  • If you want to go with Heavy, Soldier or Demoman, the better variant inter Medi Gun and Kritzkrieg is Medi Gun.

Leaderboard class sniper.png Sniper

  • The peaked roof of the farmhouse can provide cover for Snipers if they stand on the back of the roof and fire over it at the enemy, but this prevents them from firing at the area between the farmhouse and the center shed.
  • It is possible to get onto the roof on the main farmhouse by jumping through the windows on the upper level. This is great for Snipers because of the added cover.

Leaderboard class spy.png Spy

  • Spies are very effective on Harvest. Snipers in their team's respective farmhouse or near their team's shed are easy targets, and enemies that like to travel through the farmhouse to get to the point are as well.
  • The paths to the left of the farmhouse is usually less traveled.