Community Steel strategy

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Community Steel strategy
Steel Main.png
Basic Information
Developer(s): {{{map-developer}}}
Map Info
Environment: Industrial
Setting: Daylight, sunny
Hazards: Pit
Map Photos
Loading screen photos.

This article is about Community Steel strategy.

Offense

General (All Classes)

  • From the start of the round, BLU always have access to E. Use this to your advantage; anyone going for E can provide major distractions for the RED team, making for an easier capture for your team.
  • Every point has a large Health kit and large Ammo crate near them. Memorize their locations for when you need them!
  • Notice that whenever your traveling your way along past B, there is a path that leads to E. One part of the team should go for A, B, C, and D while others go for E. This will confuse the defending team in what points to defend. You will also get more time to capture E while your other teammates capture the other four points.

Point A

  • The rocky outcrops on the ground route to the point provide as suitable platforms for Scouts and Soldiers to use in harassing enemies from above.
    • The rooftops in this area also serve for this purpose.
  • If you are on the hill, take note that you are not completely safe. Scouts, Soldiers and Demomen can easily make their way onto the hill, so always be on guard, even when ducking into cover.
  • If the team has an ÜberCharge ready, it is advised to take the hill route, for you instantly have almost complete coverage of the entire point.
  • Upon capturing A, as BLU, you will be presented with another route to circle around the RED team. Most classes can effectively utilize the background routes to catch defenders off-guard.
  • When the point has been secured, beware of the doors that open next to the point. RED enemies may be waiting to ambush you.
    • Additionally, always check the room overlooking Point E near the Point A exit. Spies or Pyros usually like to hang out here.

Point B

  • Since the point is in an open-air area, Soldiers and Demomen can easily get the jump on enemies.
    • But also beware of enemies also doing this, as they also have the height advantage due to coming from higher terrain.
  • The stairwell outside the spawn is a good vantage point for Snipers, with the hut providing as effective cover too. Engineers may also like to set up and wrangle Sentry Guns here.
  • Since it's an open area with a wide access area to the point, save ÜberCharges until you are close to the point itself.
  • Same principle as Point A, when you have captured the point, check the area outside the RED spawn for any enemies that are seeking an ambush attack.
  • At this time in the match, this is the ideal time for BLU Engineers to sneakily set up Teleporter bases behind the enemy lines, since the REDs are still concentrated in the forward spawn. By using the less-traveled routes, you can easily set up without anyone knowing. When the point is secured, you will have already readied a forward base to help the team push on.

Point C

  • The opening time of the gate along the outside route to Point C is slow, so it is advised to use the indoor routes to get to the point if you do not want to let the enemy team reestablish a defense.
  • The rocky mounds on the outside route provide effective cover and firing positions for Snipers.
  • The BLU Team has a total of 4 different routes to take to this point. Know them well, and use whichever one is appropriate for the situation at hand.
  • If you are not a Soldier or Demoman, it is advised that you take the walled ramp up to the point, rather than the stairwell next to it. If you use the stairwell, you are completely open to REDs on the ledges above.
  • For the ÜberCharge, it is generally a better idea to take the long back route, going through Point D, to surprise enemies right outside their spawn point. This method can be crucial in a successful capture.
    • This can apply for any class/attack force that can easily throw the enemy team off-guard.

Point D

  • This point, again, has 4 different routes to choose from, though because some are right outside the RED spawn and across Point E, it is generally downsized to the two directly leading from A.
  • At this point, the round involves more close quarter fighting. Take note of this and change your class or methods of fighting appropriately.
  • Take advantage of the fact that because Point E is vulnerable, RED team is more likely to position their Sentry Guns and sticky traps on E rather than D. Use this knowledge to properly plan your push onto D.
  • ÜberCharges work very effectively on this point, since it is in a confined, indoor area.
  • You are constantly at threat from opponents from all sides when attacking D. Always be alert and attentive of the situation.

Point E

  • This point is accessible for the entire round but only becomes fully accessible for all classes when Point C is captured. While it is a plausible strategy to try and take it now, it takes longer to capture than it does with Point D closed. You are at more risk of being pushed into the pit, while capturing D creates guardrails on the walkways. The REDs also have their closest spawn exit shut off with D secured.
  • At the same time, capturing E point at any time forces the RED team into an ultimatum, and they will have to waste time and resources to get you off the point. If your team is having trouble capping one of the other points, have a go at E and force them to divide their impenetrable defense.
  • The windows by Point A serve as a vantage point to E, so they can be used to more easily eliminate any Sentry Guns defending E or serve as an effective sniping spot.
  • The pit is there for all to use. Try your best to fling REDs into the chasm below.
  • Because you now have secured a large portion of the map, it is easy to pressurize the REDs into submission. Never get overconfident, though. They can easily pull through with a good defense.
  • ÜberCharges are ill-advised on this point, due to the chance of falling to your death. Try using them as distractions from the side route rather than on the point itself.
  • Attacking this point at the very beginning of the round is a good way to surprise the enemy team, and if you get enough people on the point, you just might pull of a quick win.

Defense

General

  • RED should always have point E protected by a Sentry Gun or stickies; never leave it unattended, even if Point A has yet to be taken but especially after it has been.
  • The pipes and platform beneath E can be traveled down and built on. This is a useful spot for a Sentry Gun as it can cover the areas around the point.
    • Note, however, that when the walkways extend after Point C is taken, it obscures the Sentry Gun's sight, so it won't be able to cover the walkways. Keep this in mind.
  • Save your ÜberCharge for defending on top of the point itself, for obvious reasons.
  • It is a good idea to have one or two classes defending B from the very beginning, because the enemy team has to pass through there to back cap you.

Point A

  • Here, the routes BLU will take are easy to anticipate. You can easily defend both exits from one place.
  • Engineers should always build around the point, rather than up in front of the BLU spawn. You are closer to your own spawn and the BLUs are further away from theirs. Simple.
  • Use appropriate classes in this situation. Pyros are only effective on the point itself, and Spies will generally find it hard to be stealthy in this area.
  • Place yourself in a position where you can harass enemies at the spawn gates and keep an eye on the point; you never know when someone may take the other route behind your back.
  • Worse comes to worst and the enemies are capturing the point, you can try and hide behind the blast doors that open next to A when it is taken. This can provide for an effective ambush.
  • Remember to always keep an eye on E as well. If the BLUs do go for it, notify teammates and send an appropriate defense force to take care of the problem.

Point B

  • This now means that the BLUs have access to the rest of the base through more than one access point. It is a good idea, if no one else is doing so, to take precautionary patrols around the base, to see if any attackers are trying to sneak around.
  • The large Ammo crate right next to the point allows Engineers to quickly deploy their buildings. Try to always go for it before allies accidentally walk over it in the crossfire.
  • The windowed room above the small Health kit which overlooks the point is good for Soldiers and Demomen to defend while undercover. Snipers can also use this, but note that the windows are small and make it difficult to aim when scoped in.
  • Keep an eye on the corridor that leads to Point E whenever exiting the spawn. Enemies can have easily used the backdoor route and can easily get the jump on you if you're on the point.
  • Try not to venture out too far into the open area. Because of the cover, large Health kit and Ammo crate, and spawn room, it will be difficult to hold out for long without a Medic. Stay around the point.
  • If the point is being captured, try sneaking down the route to C as an Engineer or Demoman. Once the enemies capture it, you will have made a small base or sticky nest here, and this effectively blocks off one of their four routes for a period of time.

Point C

  • Because of the many access points BLU has now, it is more difficult to defend from one spot. Communication from this point on becomes vital in the team.
  • If the enemy team is capturing points at quite a fast pace, it may be good to set up defenses on D and E as precautions to slow their advance while they're preoccupied with C.
  • Make good use of the cover provided by the paths near the point; it's easy to get picked off by Snipers on the rocky outcrops opposite your position.
  • There are small gaps in the rafters in the sheltered part above the point. Soldiers and Scouts can hide in these gaps to get the jump on people capping.
    • However, because they are quite in the open, do not rely on them for absolute stealth.
  • Remember, backdoor routes are there for you to use too. Sneak around the assaulting enemies to create awkward situations for them.

Point D

  • Since the style of combat changes to indoor environments, change your strategies accordingly.
  • Point D is only accessible by one route that doesn't go passed your spawn; assuming your spawn is properly guarded, it is easy to focus your defense at one point.
    • Note, however, that E is fully accessible to all now, so keep an eye on it too.
  • Use the Point E spawn exit to ambush BLUs from the side when they are attacking Point D.
  • Point D is surrounded by elevated paths from the spawn. Use the height advantage and cover provided.

Point E

  • The final point is the hardest point to defend, but also the hardest to capture. Try to push it more towards the latter.
  • Engineers with their Sentry Guns should keep an eye out for Snipers and Soldiers across the chasm, especially in the windowed room from A. Use Wranglers or tell teammates to take care of the threats.
  • Remember, the point is harder to defend than before because of your main access to Point E being sealed off. Don't let this dampen your spirits; get in there as quick as you can from the routes still available to you.
  • While you cannot circle around them, you can definitely flank them. Remember, the routes leading from Point C and D are still available to use.
  • Use Airblast to knock enemies into the chasm below. Rockets and Stickies work too.
    • While Stickies cannot be placed on the walkways themselves, they can be placed on the ends or on the point itself. Position them to either knock enemies into the pit or outright kill them.
  • The room above the spawn with the medium Health kit and Ammo crate is a good vantage point for Snipers and Soldiers, and also a good recovery point when one takes too much damage in the crossfire.