Difference between revisions of "Community Well (Capture the Flag) strategy"

From Team Fortress Wiki
Jump to: navigation, search
({{class link|Demoman}})
({{class link|Heavy}}: sentence re-write)
Line 42: Line 42:
 
== {{class link|Heavy}} ==
 
== {{class link|Heavy}} ==
 
* The middle is very dangerous as trains pass by periodically allowing slow intelligence-carriers like the [[Heavy]] to be prone to environmental kills.
 
* The middle is very dangerous as trains pass by periodically allowing slow intelligence-carriers like the [[Heavy]] to be prone to environmental kills.
* Although the [[Heavy]] is not meant to capture the intelligence, it cannot do so here as the train will decimate the [[Heavy]].  The [[Heavy]] can be useful by constantly using it's [[Minigun]] to slow down players.
+
* The [[Heavy]] will struggle to capture the intelligence here, due to the many trains that travel through the centre of the map.  The [[Heavy]] can be useful by slowing down players by using his [[Minigun]].
  
 
== {{class link|Engineer}} ==
 
== {{class link|Engineer}} ==

Revision as of 20:26, 18 September 2011

Well (Capture the Flag) strategy.

Community Well (Capture the Flag) strategy
Ctfwell04.png
Basic Information
Developer(s): {{{map-developer}}}
Map Info
Environment: Industrial
Setting: Daylight, sunny
Hazards: Train
Map Photos
Loading screen photos.

General

  • Spies and Scouts work wonders here. Due to the sparse nature of the map, a Spy can sap defensive Sentry Guns while the Scouts dart past to pick up the Intelligence.
  • Should you pick up the Intelligence, the safest route out would be to take the stairs to the upper level and make your way towards the water passage. Once you're out of the river, the train yard should provide more than enough cover to ensure an easy escape.

Leaderboard class scout.png Scout

  • The Scout's Sandman is great for stunning intelligence carriers in the middle, conserving ammo and allowing the intelligence to go untouched for a few seconds.

Leaderboard class soldier.png Soldier

Leaderboard class pyro.png Pyro

  • With the healthy mix of tight corridors, height advantage, flanking routes and lots of cover, Pyros have the potential to play to all of their strengths on this map.
  • When fighting in the train yard, it is extremely advantageous to use the stacked crates to climb atop the train cars. From here, you can drop down behind the enemy for an easy ambush, prevent more mobile classes such as Soldiers from gaining height advantage with your compression blast, or quietly pass over the enemy's heads entirely.
  • Once inside the building, head up the middle staircase. From here, you have access to several attack angles, many of which are intertwined. Stay on the move and attack from unexpected angles to keep your opponents guessing.
  • If there is a Sentry Gun posted in the Intelligence room, it will most likely be in one of three spots.
    • On the ground, directly opposite the Intelligence, beneath the upper level windows.
    • At the front of the Intelligence platform, on either level, overlooking all entrances.
    • Behind the Intelligence, with a more limited view.
  • Due to the size of this room, you should be able to pass all of these safely by edging around the far walls of the room. However, this relies on the Engineer being alone and possibly unaware of your presence. Additional enemies posted in the Intelligence room will make easy work of you as you attempt to make extremely limited movements around the room. The first can be entirely surpassed with careful dodging and smart use of cover. The second should be dealt with by moving above/below the sentry depending on where it is and edging it with fire. The third can also be edged by getting behind the point.

Leaderboard class demoman.png Demoman

  • Using the Scottish Resistance place a perimeter of sticky bombs around the Intelligence and a few just at the top of each set of stairs leading up to it, make your way to the upper floor and wait for an enemy. When the enemy runs up the stairs do not hesitate to detonate that set of bombs, if the blast missed or caused minimal damage most of the time people forget not all the bombs get detonated or assume you can't see them and continue on into the next sticky trap that you can then use to finish them off.

Leaderboard class heavy.png Heavy

  • The middle is very dangerous as trains pass by periodically allowing slow intelligence-carriers like the Heavy to be prone to environmental kills.
  • The Heavy will struggle to capture the intelligence here, due to the many trains that travel through the centre of the map. The Heavy can be useful by slowing down players by using his Minigun.

Leaderboard class engineer.png Engineer

  • Build a teleporter underwater for surprise team attacks. Be sure to warn your team, though.
  • You can also add a Dispenser underwater for infinite survival underwater and a Sentry Gun for mind tricks and easy kills on anyone that tries to douse flames or escape from tight battles.
  • The Sentry Gun can also push back players into the train and ultimately kill them and re-secure the intelligence.

Leaderboard class medic.png Medic

Leaderboard class sniper.png Sniper

  • The windows facing the centre of the map in each base are perfect spots to snipe opponents from, as it faces a large open area with little defense for enemies.

Leaderboard class spy.png Spy

  • When using the Ambassador, you can make use of the Intelligence room's large open spaces to "snipe" any Engineers you might find defending the Intelligence. As long as you make sure you are out of their Sentry Gun's range, you just need to land a head shot and then a body shot to kill them. You can then disguise and go and sap their buildings. This works even better with the Cloak and Dagger, which allows you to remain hidden when you aren't firing.

See also