Difference between revisions of "Community Sinshine strategy"

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m (Auto: WordFilter(Sentry Guns/Sentries(?!\s+Gun) → Sentry Guns), infoboxIndentFilter (Review RC#2453577))
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{{Map infobox
 
{{Map infobox
| game-type                 = Control Point
+
  | game-type                   = Control Point
| file-name                 = cp_sunshine_event
+
  | file-name                   = cp_sunshine_event
| map-image                 = Cp sunshine event.jpg
+
  | map-image                   = Cp sunshine event.jpg
| developer                 = {{Steamid|76561198039117675|Rebecca "phi" Ailes}}<br>{{Steamid|76561197966759649|Kimberly "iiboharz" Riswick}}<br>{{Steamid|76561197960948593|Harlen "UEAKCrash" Linke}}
+
  | developer                   = {{Steamid|76561198039117675|Rebecca "phi" Ailes}}<br>{{Steamid|76561197966759649|Kimberly "iiboharz" Riswick}}<br>{{Steamid|76561197960948593|Harlen "UEAKCrash" Linke}}
| map-environment = Halloween
+
  | map-environment             = Halloween
| map-setting = Nighttime
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  | map-setting                 = Nighttime
 
   | map-hazards                = [[Environmental death#Pitfalls|Pitfall]], [[Pumpkin bomb]]s
 
   | map-hazards                = [[Environmental death#Pitfalls|Pitfall]], [[Pumpkin bomb]]s
   | map-health-pickups-small = 10
+
   | map-health-pickups-small   = 10
   | map-health-pickups-medium = 10
+
   | map-health-pickups-medium   = 10
   | map-ammo-pickups-small   = 4
+
   | map-ammo-pickups-small     = 4
   | map-ammo-pickups-medium   = 14
+
   | map-ammo-pickups-medium     = 14
   | map-special-pickups-pumpkin = yes  
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   | map-special-pickups-pumpkin = yes
 
}}
 
}}
 
{{See also|Community Sunshine strategy}}
 
{{See also|Community Sunshine strategy}}
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''This Halloween map features [[pumpkin bomb]]s and [[Halloween pumpkin]]s; see [[Community Halloween maps strategy]].''
 
''This Halloween map features [[pumpkin bomb]]s and [[Halloween pumpkin]]s; see [[Community Halloween maps strategy]].''
  
*This map has an open sky, so be careful of enemy Demomen [[Jumping#Basic_sticky_jump|sticky jumping]] or enemy Soldiers [[Jumping#Basic_rocket_jump|rocket jumping]] in from above. <!---Note: I don't know how else to describe the fact that there aren't any roofs/ceilings other than with "open sky". Open to changes--->
+
*This map has an open sky, so be careful of enemy Demomen [[Jumping#Basic sticky jump|sticky jumping]] or enemy Soldiers [[Jumping#Basic rocket jump|rocket jumping]] in from above. <!---Note: I don't know how else to describe the fact that there aren't any roofs/ceilings other than with "open sky". Open to changes--->
 
*There are many [[Ambushing|flank]] routes on this map, so keep an eye out on all sides rather than just one.
 
*There are many [[Ambushing|flank]] routes on this map, so keep an eye out on all sides rather than just one.
 
* Make use of rollouts to get to the middle capture point quickly. Getting there first is crucial to your team's success as you gain territorial control.
 
* Make use of rollouts to get to the middle capture point quickly. Getting there first is crucial to your team's success as you gain territorial control.
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*It is possible to back-cap the last point if the enemy team is distracted, and your doubled capture rate makes doing so easier.
 
*It is possible to back-cap the last point if the enemy team is distracted, and your doubled capture rate makes doing so easier.
 
=== {{class link|Soldier}} ===
 
=== {{class link|Soldier}} ===
*The open area makes your [[Rocket Launcher]] bad at long range. Use [[Jumping#Basic_rocket_jump|rocket jumping]] to close the distance between you and your enemies.
+
*The open area makes your [[Rocket Launcher]] bad at long range. Use [[Jumping#Basic rocket jump|rocket jumping]] to close the distance between you and your enemies.
*Your abilities to roll out, deal blast damage, and destroy sentries make you vital in pushes. Lead your team aggressively when the moment shows itself.
+
*Your abilities to roll out, deal blast damage, and destroy Sentry Guns make you vital in pushes. Lead your team aggressively when the moment shows itself.
  
 
=== {{class link|Pyro}} ===
 
=== {{class link|Pyro}} ===
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*Pyros make for a great offensive choice, as most of the control points are in confined areas. Use this to your advantage when pushing.
 
*Pyros make for a great offensive choice, as most of the control points are in confined areas. Use this to your advantage when pushing.
  
*The main routes put you at a disadvantage due to the long sightlines. Look more for the sides and places to catch enemies off-guard, or close the gap quickly via [[Jumping#Flare_jump|Detonator jumping.]]
+
*The main routes put you at a disadvantage due to the long sightlines. Look more for the sides and places to catch enemies off-guard, or close the gap quickly via [[Jumping#Flare jump|Detonator jumping.]]
 
**This is especially true for the last point, which is a large, open room.
 
**This is especially true for the last point, which is a large, open room.
  
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*Heavy also functions as area of denial in the open spaces. While you may not be as efficient as the other classes, you can deter enemies from advancing while your team moves forward.  
 
*Heavy also functions as area of denial in the open spaces. While you may not be as efficient as the other classes, you can deter enemies from advancing while your team moves forward.  
 
=== {{class link|Engineer}} ===
 
=== {{class link|Engineer}} ===
*As a result of the open area, this map's center and second points are not good places for [[Glossary_of_player_terms#E|Engineer nests]]; your buildings will be easily open to spamming by the enemy team, and they will often be able to see your Sentry before it sees them, thus removing the element of surprise.
+
*As a result of the open area, this map's center and second points are not good places for [[Glossary of player terms#E|Engineer nests]]; your buildings will be easily open to spamming by the enemy team, and they will often be able to see your Sentry before it sees them, thus removing the element of surprise.
** Of course, never hesitate to build large sentry guns on the last points if your team needs to defend.
+
** Of course, never hesitate to build large Sentry Guns on the last points if your team needs to defend.
 
* Build [[Teleporters]] to allow your team to push more frequently and with more aggression.  
 
* Build [[Teleporters]] to allow your team to push more frequently and with more aggression.  
  
 
* Since the map is mostly open, use [[Mini-Sentry|Mini-Sentry Guns]] on offense because of its fast construction time and less amount of metal it requires to build.
 
* Since the map is mostly open, use [[Mini-Sentry|Mini-Sentry Guns]] on offense because of its fast construction time and less amount of metal it requires to build.
 
=== {{class link|Medic}} ===
 
=== {{class link|Medic}} ===
*The open area leaves little room for hiding, so be careful of enemy Snipers who may try to [[Headshot|headshot]] you.
+
*The open area leaves little room for hiding, so be careful of enemy Snipers who may try to [[headshot]] you.
  
 
=== {{class link|Sniper}} ===
 
=== {{class link|Sniper}} ===

Revision as of 06:00, 15 November 2019

Community Sinshine strategy
Cp sunshine event.jpg
Basic Information
Developer(s): {{{map-developer}}}
Map Info
Environment: Halloween
Setting: Nighttime
Hazards: Pitfall, Pumpkin bombs
See also: Community Sunshine strategy

This article is about Community Sinshine strategy.

General (All Classes)

This Halloween map features pumpkin bombs and Halloween pumpkins; see Community Halloween maps strategy.

  • This map has an open sky, so be careful of enemy Demomen sticky jumping or enemy Soldiers rocket jumping in from above.
  • There are many flank routes on this map, so keep an eye out on all sides rather than just one.
  • Make use of rollouts to get to the middle capture point quickly. Getting there first is crucial to your team's success as you gain territorial control.
  • Momentum can swing heavily on this map. Capitalize on moments in your favor and push before the enemy team gets a chance to defend, or else they can easily revert back.

Class-specific strategy

Leaderboard class scout.png Scout

  • Make use of the open area and differences in elevation to dodge enemy fire.
  • Use flank routes to surprise and ambush your enemies. You may potentially kill their Medic.
  • Many of the control points have multiple escape routes, allowing you to dodge in-and-out of high-risk areas.
  • You can jump on the shacks on the center point, as well as the balconies on the side routes. This can aide greatly in either escaping or positioning yourself against an enemy.
  • The map is somewhat short, negating the efficiency of a teleporter. Save the teleporter for slower classes and spend most of your time on-foot.
  • It is possible to back-cap the last point if the enemy team is distracted, and your doubled capture rate makes doing so easier.

Leaderboard class soldier.png Soldier

  • The open area makes your Rocket Launcher bad at long range. Use rocket jumping to close the distance between you and your enemies.
  • Your abilities to roll out, deal blast damage, and destroy Sentry Guns make you vital in pushes. Lead your team aggressively when the moment shows itself.

Leaderboard class pyro.png Pyro

  • Pyros have an advantage on this map, as there are no available water sources for players to reach. Use the hit-and-run tactic to kill other players by Overtime burning.
  • Pyros make for a great offensive choice, as most of the control points are in confined areas. Use this to your advantage when pushing.
  • The main routes put you at a disadvantage due to the long sightlines. Look more for the sides and places to catch enemies off-guard, or close the gap quickly via Detonator jumping.
    • This is especially true for the last point, which is a large, open room.

Leaderboard class demoman.png Demoman

  • Make use of your Sticky Launcher's splash damage to clear enemies capping the second point, as it's partly enclosed in a small area, and make use of your Stickybombs' arc to fire Stickybombs onto the point from below so that your enemies won't see you first.
  • Lock down choke points with your Sticky Launcher to not let enemies push easily. This is one of Demoman's biggest jobs in a match.
  • Your ability to switch between offensive and defensive roles is vital on this map, as power can shift from one team to the other easily.
    • Work extra with your team to decide when to push.

Leaderboard class heavy.png Heavy

  • Because of the enclosed spaces, Heavy is great for defending the passages between the second and the third points. Spin up your Minigun before turning the corner to catch enemies by surprise.
  • Hide behind narrow choke points to ambush enemies off-guard. Your mini gun does a lot of damage up-close.
  • Heavy also functions as area of denial in the open spaces. While you may not be as efficient as the other classes, you can deter enemies from advancing while your team moves forward.

Leaderboard class engineer.png Engineer

  • As a result of the open area, this map's center and second points are not good places for Engineer nests; your buildings will be easily open to spamming by the enemy team, and they will often be able to see your Sentry before it sees them, thus removing the element of surprise.
    • Of course, never hesitate to build large Sentry Guns on the last points if your team needs to defend.
  • Build Teleporters to allow your team to push more frequently and with more aggression.
  • Since the map is mostly open, use Mini-Sentry Guns on offense because of its fast construction time and less amount of metal it requires to build.

Leaderboard class medic.png Medic

  • The open area leaves little room for hiding, so be careful of enemy Snipers who may try to headshot you.

Leaderboard class sniper.png Sniper

  • Make use of the open area to shoot enemies from beyond their range, but be careful of enemy Snipers.

Leaderboard class spy.png Spy

  • As the map is relatively large and ammo packs are not very plentiful, it is recommended for you to use the Invis Watch. However, the Cloak and Dagger can be more viable for attacking the enemy's last point.