Difference between revisions of "Community Pier strategy"

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(Spawn Rollout (BLU))
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[[BLU]] Team pushes out of spawn, ideally with power classes like [[Heavy]], [[Soldier]] and [[Demoman]]. [[Spy]] and [[Scout]] can flank and go the beach route, though [[Scout]]s will have to watch out for the potential [[Sentry Gun]] on the ledge near the tunnel, or go the left route through the hole, so they can mainly avoid the [[Sentry Gun]]. [[Sniper]] will have to stay in spawn a while, as to not get killed, then potentially (if the push is going well) either go the right wooden platform near the beach, or go slightly out of spawn, as to get a better angle. [[Medic]] will need a [[Übercharge]] to go up the hill and get the [[Sentry Gun]], and gain the high ground. [[Engineer]] on first point (on [[BLU]]) will have similar spots to [[RED]] [[Engineer]]. [[BLU]] [[Engineer]] can place a sentry on the beach, near the wooden platform, on the high ground outside of the spawn, or if they are feeling risky, potentially go to the end of the beach, near the large ammo pack and set up there (note: this spot will only work sufficiently if the [[RED]] Engineer hasn't place a [[Sentry Gun]] on the high ground. [[Pyro]] should have an [[Compression blast]] at the ready, as to expect many power classes with reflectable projectiles coming the [[Engineer]]'s way. He can also use the flanks routes talked about with [[Spy]] and [[Scout]], if the [[Pyro]] is feeling risky. [[Heavy]] should watch out for the [[Snipers]] on the ledges and [[Spies]] and [[Scout]]s flanking, and will need to use cover as to not get picked off instantly by a [[Sniper]].  Once the [[BLU]] Team gets the high ground and past the tunnel, it is usually quite easily to get the 1st point, if they do not have a suitable defense, which they will not normally have, as they are on the low ground when [[BLU]] is close to the 1st point.
 
[[BLU]] Team pushes out of spawn, ideally with power classes like [[Heavy]], [[Soldier]] and [[Demoman]]. [[Spy]] and [[Scout]] can flank and go the beach route, though [[Scout]]s will have to watch out for the potential [[Sentry Gun]] on the ledge near the tunnel, or go the left route through the hole, so they can mainly avoid the [[Sentry Gun]]. [[Sniper]] will have to stay in spawn a while, as to not get killed, then potentially (if the push is going well) either go the right wooden platform near the beach, or go slightly out of spawn, as to get a better angle. [[Medic]] will need a [[Übercharge]] to go up the hill and get the [[Sentry Gun]], and gain the high ground. [[Engineer]] on first point (on [[BLU]]) will have similar spots to [[RED]] [[Engineer]]. [[BLU]] [[Engineer]] can place a sentry on the beach, near the wooden platform, on the high ground outside of the spawn, or if they are feeling risky, potentially go to the end of the beach, near the large ammo pack and set up there (note: this spot will only work sufficiently if the [[RED]] Engineer hasn't place a [[Sentry Gun]] on the high ground. [[Pyro]] should have an [[Compression blast]] at the ready, as to expect many power classes with reflectable projectiles coming the [[Engineer]]'s way. He can also use the flanks routes talked about with [[Spy]] and [[Scout]], if the [[Pyro]] is feeling risky. [[Heavy]] should watch out for the [[Snipers]] on the ledges and [[Spies]] and [[Scout]]s flanking, and will need to use cover as to not get picked off instantly by a [[Sniper]].  Once the [[BLU]] Team gets the high ground and past the tunnel, it is usually quite easily to get the 1st point, if they do not have a suitable defense, which they will not normally have, as they are on the low ground when [[BLU]] is close to the 1st point.
  
== Spawn Rollout (RED) ==
+
== Spawn Rollout ([[RED]]) ==
Red team holds high ground near the ledge, with explosive classes like Soldier and demo benefitting from this the most. Engineer on [[RED]] will benefit from the same sentry spots as BLU, and will hold near the tunnel ledge the tunnel here the best. Spy and Scout on RED will probably benefit with the same flank routes, but better since RED will need to get important picks on power classes, as to delay the push. Sniper will also need to get important picks, to also delay the push, and can hang out where the sentry base will be (on the ledge, since it is a very good sentry spot), with a [[Dispenser]] on the ready. RED Pyro can use the same flank routes and strategies as BLU Pyro, but with probably less power classes. Heavy can hold the tunnel and the ledge to stop the incoming push, and be more safe from Snipers and Spies. Medic on [[RED]] will need a uber, to keep the high ground and the tunnel, and the [[Kritzkrieg]] can excel at holding the high ground here.
+
[[RED]] team holds high ground near the ledge, with explosive classes like [[Soldier]] and [[Demoman]] benefitting from this the most. [[Engineer]] on [[RED]] will benefit from the same [[Sentry Gun]] spots as [[BLU]], and will hold near the tunnel ledge the tunnel here the best. [[Spy]] and [[Scout]] on [[RED]] will probably benefit with the same flank routes, but better since [[RED]] will need to get important picks on power classes, as to delay the push. [[Sniper]] will also need to get important picks, to also delay the push, and can hang out where the sentry base will be (on the ledge, since it is a very good sentry spot), with a [[Dispenser]] on the ready. RED Pyro can use the same flank routes and strategies as [[BLU]] [[Pyro]], but with probably less power classes. [[Heavy]] can hold the tunnel and the ledge to stop the incoming push, and be more safe from [[Snipers]] and [[Spies]]. [[Medic]] on [[RED]] will need a [[Übercharge]], to keep the high ground and the tunnel, and the [[Kritzkrieg]] can excel at holding the high ground here.
  
 
== Class specific strategy ==
 
== Class specific strategy ==
  
 
=== {{class link | Scout}} ===
 
=== {{class link | Scout}} ===
* Pier is good for Scouts since it has so many high up areas that other classes can't get to.
+
* Pier is good for [[Scouts]] since it has so many high up areas that other classes can't get to.
  
* As previously stated, Pier has many ways to get to the several high positions. Use the [[Atomizer]] and the [[Winger]] for easier accessibility.
+
* As previously stated, [[Pier]] has many ways to get to the several high positions. Use the [[Atomizer]] and the [[Winger]] for easier accessibility.
  
 
=== {{class link | Soldier}} ===
 
=== {{class link | Soldier}} ===
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=== {{class link | Pyro}} ===
 
=== {{class link | Pyro}} ===
* The many flanking opportunities in Pier offer rewards for using the [[Backburner]], Sneak using the flank routes, behind the enemy for insane fire damage.
+
* The many flanking opportunities in [[Pier]] offer rewards for using the [[Backburner]], Sneak using the flank routes, behind the enemy for insane fire damage.
  
 
=== {{class link | Demoman}} ===
 
=== {{class link | Demoman}} ===
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=== {{class link | heavy}} ===
 
=== {{class link | heavy}} ===
* Pier has many open areas and a lot of high areas, so always keep an eye out for enemy Spies. You are their #1 target because of your slow speed and high health pool.
+
* Pier has many open areas and a lot of high areas, so always keep an eye out for enemy [[Spies]]. You are their #1 target because of your slow speed and high health pool.
  
 
=== {{class link | Engineer}} ===
 
=== {{class link | Engineer}} ===
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=== {{class link | Medic}} ===
 
=== {{class link | Medic}} ===
* [[Kritzkrieg]] is good for [[BLU]] team, as they will have a lot of high ground in the first stages of Pier.
+
* [[Kritzkrieg]] is good for [[BLU]] team, as they will have a lot of high ground in the first stages of [[Pier]].
  
* [[Quick-Fix]] is good on this map as the skybox allows you to jump with soldiers and demos, to make it across the map quickly.
+
* [[Quick-Fix]] is good on this map as the skybox allows you to jump with [[Soldiers]] and [[Demomen]], to make it across the map quickly.
  
 
=== {{class link | Sniper}} ===
 
=== {{class link | Sniper}} ===
* Keep a lookout for enemy Spies, they can be especially deadly on Pier due to the wide open spaces and drops to take out a Sniper.
+
* Keep a lookout for enemy [[Spies]], they can be especially deadly on Pier due to the wide open spaces and drops to take out a [[Sniper]].
  
 
=== {{class link | Spy}} ===
 
=== {{class link | Spy}} ===

Revision as of 15:54, 2 April 2021

Community Pier strategy
Pl pier.png
Basic Information
Developer(s): {{{map-developer}}}
Map Info
Environment: Beach, Commercial, Park, Ports
Setting: Nighttime/Island Town
Map Photos
Loading screen photos.

This article is about the Community Pier strategy.

General Strategy

See also: Community Payload strategy

Spawn Rollout (BLU)

BLU Team pushes out of spawn, ideally with power classes like Heavy, Soldier and Demoman. Spy and Scout can flank and go the beach route, though Scouts will have to watch out for the potential Sentry Gun on the ledge near the tunnel, or go the left route through the hole, so they can mainly avoid the Sentry Gun. Sniper will have to stay in spawn a while, as to not get killed, then potentially (if the push is going well) either go the right wooden platform near the beach, or go slightly out of spawn, as to get a better angle. Medic will need a Übercharge to go up the hill and get the Sentry Gun, and gain the high ground. Engineer on first point (on BLU) will have similar spots to RED Engineer. BLU Engineer can place a sentry on the beach, near the wooden platform, on the high ground outside of the spawn, or if they are feeling risky, potentially go to the end of the beach, near the large ammo pack and set up there (note: this spot will only work sufficiently if the RED Engineer hasn't place a Sentry Gun on the high ground. Pyro should have an Compression blast at the ready, as to expect many power classes with reflectable projectiles coming the Engineer's way. He can also use the flanks routes talked about with Spy and Scout, if the Pyro is feeling risky. Heavy should watch out for the Snipers on the ledges and Spies and Scouts flanking, and will need to use cover as to not get picked off instantly by a Sniper. Once the BLU Team gets the high ground and past the tunnel, it is usually quite easily to get the 1st point, if they do not have a suitable defense, which they will not normally have, as they are on the low ground when BLU is close to the 1st point.

Spawn Rollout (RED)

RED team holds high ground near the ledge, with explosive classes like Soldier and Demoman benefitting from this the most. Engineer on RED will benefit from the same Sentry Gun spots as BLU, and will hold near the tunnel ledge the tunnel here the best. Spy and Scout on RED will probably benefit with the same flank routes, but better since RED will need to get important picks on power classes, as to delay the push. Sniper will also need to get important picks, to also delay the push, and can hang out where the sentry base will be (on the ledge, since it is a very good sentry spot), with a Dispenser on the ready. RED Pyro can use the same flank routes and strategies as BLU Pyro, but with probably less power classes. Heavy can hold the tunnel and the ledge to stop the incoming push, and be more safe from Snipers and Spies. Medic on RED will need a Übercharge, to keep the high ground and the tunnel, and the Kritzkrieg can excel at holding the high ground here.

Class specific strategy

Leaderboard class scout.png Scout

  • Pier is good for Scouts since it has so many high up areas that other classes can't get to.
  • As previously stated, Pier has many ways to get to the several high positions. Use the Atomizer and the Winger for easier accessibility.

Leaderboard class soldier.png Soldier

  • Rocket jumping is good as the map's skybox is quite high in a lot of places.

Leaderboard class pyro.png Pyro

  • The many flanking opportunities in Pier offer rewards for using the Backburner, Sneak using the flank routes, behind the enemy for insane fire damage.

Leaderboard class demoman.png Demoman

  • Also, Sticky jumping is good as the map's skybox is quite high in a lot of places.

Leaderboard class heavy.png Heavy

  • Pier has many open areas and a lot of high areas, so always keep an eye out for enemy Spies. You are their #1 target because of your slow speed and high health pool.

Leaderboard class engineer.png Engineer

  • Once BLU caps the fourth point, consider putting a Sentry Gun at the stairway right outside their spawn. BLU tends to walk right in there without checking.

Leaderboard class medic.png Medic

  • Kritzkrieg is good for BLU team, as they will have a lot of high ground in the first stages of Pier.
  • Quick-Fix is good on this map as the skybox allows you to jump with Soldiers and Demomen, to make it across the map quickly.

Leaderboard class sniper.png Sniper

  • Keep a lookout for enemy Spies, they can be especially deadly on Pier due to the wide open spaces and drops to take out a Sniper.

Leaderboard class spy.png Spy

  • Dead Ringer is good here as the map has a lot of drops to get away quickly.
  • Big Earner is good for going across the large map quickly, as the enemy team will be far apart in the beginning sections of this map.