Community Crasher strategy
Revision as of 03:23, 26 April 2023 by Dan the mann (talk | contribs)
Community Crasher strategy | |
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Basic Information | |
Developer(s): | {{{map-developer}}} |
Map Info | |
Environment: | Halloween |
Setting: | Nighttime, overcast |
Map Photos | |
This article is about Community Crasher strategy.
Note: It is recommended to read the main Crasher article first to become familiar with the names of key map locations used in this article.
Giant strategy
General Strategy
As a giant, you are move 25% slower and your large size makes you a primary target for the enemy team. In addition, you gain less health from healthpacks and Medics heal you less quickly than normal-sized teammates. But, you are resistant to backstabs and headshots, have a crit boost that lasts forever, and act as a level 1 dispenser to your teammates.
Scout
- You are able to carry the bomb to its goal pretty quickly with your speed.
- Don't use the Baby Face's Blaster because of the amount of damage you will be taking, making you slowly quite frequently.
Soldier
- Soldier is a great candidate for becoming a giant. His rockets will not suffer from damage falloff thanks to the crit boost, and the rockets are able to kill most classes in a single hit.
- The Rocket Launcher, Air Strike, and Liberty Launcher are all good weapons to use as a giant.
- The Liberty Launcher and Air Strike with their increased clip size allows the Soldier to decimate the enemy team.
- Even with their damage penalties, the crit rockets are still able to kill most non-overhealed classes in a single hit.
- The Liberty Launcher and Air Strike with their increased clip size allows the Soldier to decimate the enemy team.
- It is ill-advised to use the Rocket Jumper, Direct Hit, and Cow Mangler 5000.
- The Rocket Jumper deals no damage at all, the Direct Hit has a smaller explosion radius that can't be ignored, and the Cow Mangler can only fire projectiles that deal mini-critical damage.
- Though, in the case of the Cow Mangler 5000, it should only be used if your team is able to dish out large amounts of damage.
- The Rocket Jumper deals no damage at all, the Direct Hit has a smaller explosion radius that can't be ignored, and the Cow Mangler can only fire projectiles that deal mini-critical damage.
- For secondaries, the stock Shotgun or the Panic Attack is the best choice to use in case there is no more rockets to fire.
- The Reserve Shooter and Righteous Bison are poor choices as a secondary weapon to deal damage.
- The Reserve Shooter's benefits wouldn't be utilized that often, and the mini-crit situation is quite uncommon to encounter.
- The Righteous Bison's projectiles are not that great when compared to other weapon's projectile.
- The Reserve Shooter and Righteous Bison are poor choices as a secondary weapon to deal damage.
- The Battalion's Backup or Concheror are handy for keep you and nearby teammates alive.
- For melee, the Escape Plan, Half-Zatoichi, and Disciplinary Action are the best options.
- The Escape Plan can be used to bring you to the goal faster, but be aware of the Marked-for-Death penalty and the weapon should be used when you are close to the goal or out of combat.
- The Disciplinary Action can achieve a similar effect to the Escape Plan in addition to having a long melee range. Use it to hit enemies from afar.
- The Half-Zatoichi can give you immense health from a single kill, but be ware of other Half-Zatoichi users as they can kill you in one shot.
Pyro
- Pyro is able to shred anyone into ashes from close range in seconds, including overhealed Heavies.
- The Phlogistinator and Backburner are awful options because of the Pyro's permanent crit boost.
- For secondaries, it would be recommended to use the Flare Gun or its variants.
- The Shotgun and their variants don't fare well at long range, even with the crit boost.
- The Thermal Thruster can be useful for getting you to the goal.
Demoman
- The Demoman can destroy enemies with his crit grenades in a fashion similar to the Soldier.
- Any one of the grenade launchers can be used to kill enemies that are in clusters.
- It is advised to use any one of the shields so that reaching the goal is easier by charging.
- For melee, the Eyelander or Half-Zatoichi can allow the Demoman to survive on the battlefield.
- By gaining more health with the Eyelander, the Demoman may be able to reach the goal.
- The Half-Zatoichi can do a similar thing, provided that the Demoman is able to get frequent kills.
- Like the Soldier, be aware of other users using the Half-Zatoichi.
- The Half-Zatoichi can do a similar thing, provided that the Demoman is able to get frequent kills.
- By gaining more health with the Eyelander, the Demoman may be able to reach the goal.
Heavy
- The Heavy is a powerful class, but becoming a giant enhances this.
- Some of his greatest weaknesses, being backstabbed and headshotted, are no longer a concern.
- One issue that is still prominent is the slow movement, but that does not impede the Heavy from slaughtering the enemy team.
- The Brass Beast or Natascha is recommended to use.
- Their damage resistances while the weapon is spun up can help the Heavy survive longer.
- Using the Gloves of Running Urgently can help with reaching the goal.
Engineer
- Engineer is typically a poor candidate because he doesn't have powerful weapons when compared to other classes, but with the right tools, he can be decent.
- The Widowmaker is best suited for being a giant due to the fact that it doesn't need to reload and the crits will refill the metal supply.
- The Gunslinger with its extra health to the user is beneficial.
Medic
- The Medic shouldn't become a giant because of his weak weapons, but instead heal the giant.
- In the event that there is a giant Medic, using the Blutsauger can help with survivability.
Sniper
- Like the Medic, the Sniper shouldn't be a giant because he usually isn't best suited for direct combat.
- If the Sniper does end up as a giant, then using the Huntsman is a fine weapon because the Sniper will be engaged in close combat.
Spy
- Just like the Medic and Sniper, the Spy is best left with not being a giant.
- But, if he does become a giant, then the stock Revolver is the best choice.
- The Diamondback, Ambassador, L'Etranger, and the Enforcer are all impractical either because of the crit boost(making situational crits redundant), damage penalty, or slower firing speed.