Difference between revisions of "User:Lolimsogreat21/Sandbox1"

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=== {{class link|Medic}} ===
 
=== {{class link|Medic}} ===
 +
==== Offense ====
 +
* Unlike on some other maps, an [[ÜberCharge]] is not required to safely exit the spawn, so save it for later.
 +
* [[Overheal]]ing friendly [[Soldier]]s will allow them to safely rocket jump onto the Cliffs.
 +
* By sneaking an ÜberCharge through the Rocks.inc, you will effectively cut of the Red team's escape route from Point A.
 +
* Positioning yourself in the Triangular House puts you (mostly) out of harm's way, while still allowing you to heal teammates assaulting the B Hut.
 +
* The Server room acts as a good springboard from which to launch an attack.
 +
** While in it, it is good practice to climb onto the Servers themselves, as this will give you a slight leverage.
 +
==== Defense ====
 +
* While staying on the Cliffs, beware of Blu members flanking through the Side Building.
 +
* Staying inside the Warehouse is risky, since if you have to retreat, you will have to traverse a big [[Sniper]] sightline.
 +
* [[Scouts]] and other highly mobile classes excel on Control Point B, so it might be worthy to prioritize healing them.
 +
* As you are withdrawing from the B Hut, beware of enemies attacking you from its roof, which is usually the first to fall.
 +
** The [[Overdose]]'s speed boost can aid you in avoiding this.
  
 
=== {{class link|Sniper}} ===
 
=== {{class link|Sniper}} ===
 +
==== Offense ====
 +
* Exiting through the right most spawn exit will bring you to a small, slightly elevated wooden platform.
 +
* Once Cliffs get captured, you should advance forward and take a position on them, so that you may target enemies defending the point.
 +
* The Gated Shortcut grants you a powerful sightline directly to Point B.
 +
* There is a flank route on the right side of Point C, which you can utilize to get a good angle on the Red's back line.
 +
==== Defense ====
 +
* Keep in mind that good Sniper sightlines are far and few in between on Altitude. As such, the classic [[Sniper Rifle]] is quite limited here.
 +
* Due to a lack of decent Sniping positions, the [[Huntsman]]-Sniper playstyle might be more viable, at least in certain situations.
 +
* On Control Point B, the B Hut's roof is a rewarding, albeit risky position.
 +
* You can surprise many attackers by starring down the Server room from the right flank.
  
 
=== {{class link|Spy}} ===
 
=== {{class link|Spy}} ===
  
 
{{Map strategy}}
 
{{Map strategy}}

Revision as of 10:01, 25 January 2022

Lolimsogreat21
Cp altitude.png
Basic information
Map type Control Point
File name: cp_altitude
Developer(s): Evan "Defcon" Leblanc
Alex "FGD5" Stewart
Liam "Diva Dan" Moffitt
Map Info
Environment: Alpine
Setting: Daylight, snowy
Hazards: Pitfalls
Map Items
Healthico.png Health Kits: Smallhealth.png ×6  •  Mediumhealth.png ×11  •  Largehealth.png ×1
Ammoico.png Ammo Boxes: Smallammo.png ×2   •   Mediumammo.png ×8   •   Largeammo.png ×1
Map Photos
Menu photos cp altitude.png

This article is about Community Altitude strategy.

Note: It is recommended to read the main Altitude article first to become familiar with the names of key map locations used in this article.

General Strategy

Offense

  • Every control point has multiple flank routes leading up to it. If one particular path is not working out, then try another.
    • However, these very same flank routes can be utilized by the defenders, so beware!
  • Due to drastic variations in elevation, having the ability to quickly change one's vertical position is quite important for a successful assault.
  • Certain locations, such as Cliffs, Warehouse or B Hut usually become the epicenters of Red defenses. As such, they need to be secured first, before checkpoints themselves.
    • The Cliffs can be captured by either sneaking up to them from the left side, or by quickly Rocket jumping to their top.
    • The Warehouse is prone to being cut of from the Rocks.inc, thus isolating its defenders.
    • The B Hut has an opening in its roof, through which explosives can be hurled.

Defense

  • If the opportunity is right, Red members can occasionally outflank the attackers by making use of the various flank routes present.
  • Defensive strategies such as laying Sticky traps and Turtling, which may work on other maps, are not particularly effective here, due to a general lack of Chokepoints.
  • A Red team should not rely on Snipers for defense, since good sightlines are often broken up by multiple pieces of cover.
  • This map contains lots of nooks and crannies, which serve as excellent hiding places for ambushes. They include, but are not limited to:
    • Top of a bookshelf inside the Side Building.
    • Under the Water tower.
    • Under a staircase in the B Hut.

Class-specific strategy

Leaderboard class scout.png Scout

Offense

  • Sneaking through the Side Building will allow you to get behind the Cliffs.
  • By reaching the Rocks.inc, you will be able to flank behind the Warehouse and subsequently its defenders.
  • Having either the Soda Popper or the Atomizer equipped grants you ability to jump on the B Hut's roof.
  • Avoid heading directly into the B Hut, due to its cramped interior and the usual presence of a Sentry Gun.
  • Move carefully through the Cable Cars' terminal, as its enclosed and compact nature ensure that you are at a disadvantage.
  • Bonk! Atomic Punch is useful for distracting Sentry Guns on the final point, which are numerous.* Sneaking through the Side Building will allow you to get behind the Cliffs.

Defense

  • You can launch valleys of Mad Milk, as well as other projectiles, from the elevations of Cliffs.
  • Counter-flanking the attackers can be achieved through the Side Building.
  • The Gated Shortcut can be quickly ascended with the help of the Force-A-Nature's self-knockback.
  • Blu attackers love to setup a forward base in the Server room. Although you cannot destroy it singlehandedly, you can still harass it by doing swift attacks from multiple sides.
    • Particularly helpful here are weapons which can deal high burst damage, such as the Flying Guillotine, as these allow you to pull of hit-n-run tactics

Leaderboard class soldier.png Soldier

Offense

  • It is important that you contest the Cliff position immediately after exiting the spawn, due to its immense High ground advantage.
  • There is a small opening in the B Hut's top, through which it is possible to launch rockets onto the defenders below.
    • Of course, this requires you to first take control over the B Hut's roof.
  • Due to the abundance of Sentry Guns found on the last control point, it is advised to use the Direct Hit.
  • Approaching the Server room from the direction of Red's first spawn will put you at an advantage.

Defense

  • Beware of enemy Soldiers attempting to steal your high ground on the Cliffs.
  • Rocket jumping to the very top of B Hut will give you a good overview of the map, but will leave you exposed to enemy Snipers.
  • The Gunboats are very effective in the middle part of the map, where there is plenty of space for Rocket jumping.
  • Use your explosives to wreck havoc on Blu Sentry nests commonly positioned in the Server room.
  • Equipping one of the Banners will significantly boost the defenses of the last control point, where team coordination is more important than individual performance.
    • For example, a good Buff Banner charge can completely obliterate a push coming through the main Chokepoint.

Leaderboard class pyro.png Pyro

Offense

  • Since the Blu team starts out in the low ground, Compression Blast will be needed in order to protect against incoming Red Projectiles.
  • Using the Powerjack, a Pyro can swiftly flank through the Side Building and reach the Cliff's Rocks.inc.
  • Due to a common Sentry position, it is advised against going directly in the B Hut. However, a simple ÜberCharge can solve this problem.
  • It is possible to sneak up to the Red's final spawn from its left side, from which you can spam Flares onto the defenders below.
    • This also allows you to blockade the Red spawn, all while avoiding the common Sentry positions around checkpoint C.

Defense

  • Blu Spies like to infiltrate in through the Side Building, something you can put an immediate stop to.
  • Once the Cliffs get captured, be prepared for a hail of Blu projectiles to be hurled against you and your teammates.
  • The Cable Cars' terminal offer plenty of tight, congregated spaces which your shot-ranged flames can take advantage off.
  • The Thermal Thruster is useful for quickly reaching the catwalks above the Server room.

Leaderboard class demoman.png Demoman

Offense

  • Use the arc of your projectiles in order to shower the Cliff in grenades.
  • At control point A, You can block the Red team's escape route by laying sticky traps just in front of Blu's second spawn.
  • Approaching the B hut from its left side will give you a good angle on the Sentry Guns within it.
    • Just beware of that Pitfall on the side while doing this.
  • Defenders will often fortify the final point by setting up a Sentry nest right below the Server room, making it hard to approach without an ÜberCharge.
  • The compact nature of the Cable Cars' terminal allow your opponents to close the distance between you much faster. Something to be wary of.

Defense

  • The Scottish Resistance is particularly effective on Control Point A, where you can overlook nearly all Blu spawn exit from the top of the Cliff's.
  • The presence of various flank routes, combined with a general lack of Sentries, makes Demoknight a good pick on Altitude. Especially on defense.
  • Trimping can be effectively performed on the B Hut's roof.
  • Blu Engineers love to setup a Teleporter exit in the Gated Shortcut, whose gates you can then sticky trap.
  • Although this map does not contain many Chokepoints, there are still some cramped areas through which attackers like funnel, such as: The Cliff's Rocks.inc building, the Triangular House, the Server Room and the chokepoint beneath it.

Leaderboard class heavy.png Heavy

Offense

  • It is of upmost importance that you provide suppressive fire to fellow attackers attempting to seize the Cliffs.
  • Although Snipers are not much of a threat on this map, they can still be lethal on the first control point, which is quite open.
  • You can surprise your opponents on Control Point B by dropping through an opening in B Hut's roof.
  • Red Snipers usually do not watch the Final point's right flank, giving you an opportunity to accomplish something.

Defense

  • You will mostly encounter medium-range combat during the first part of Altitude, making the Tomislav a good choice here.
  • Staying in the Warehouse is not recommended, since if you wish to retreat to Jenkin Coal.co, you will have to traverse a big sightline.
  • As your team is retreating to Point B, you can act as a rear guard by defending the Valley.
  • Due to various flank routes present, the Buffalo Steak Sandvich can be used somewhat effectively around the area of Control Point B.

Leaderboard class engineer.png Engineer

Offense

  • Setting up a Sentry nest in the Side Building will allow it to support Blu teammates attacking Point A.
  • Remember to replace your Teleporter Entrance after the first point is captured.
  • The Triangular House serves as good construction grounds for a Sentry nest on Control point B.
  • Once again, due to the changing spawns, make sure to replace your (now) old Teleporter Entrance after Point B is secured.
  • In preparations for an attack on Point C, you should setup a forward base in the Server Room, where it can directly support your teammates.

Defense

  • Common Sentry positions on Point A include: Cliffs, Warehouse, Side Building for watching the flanks and Rocks.inc as a last line of defense.
  • The Short Circuit is quite important in the cramped corridors of B Hut, where explosive projectiles are of significant threat.

Leaderboard class medic.png Medic

Offense

  • Unlike on some other maps, an ÜberCharge is not required to safely exit the spawn, so save it for later.
  • Overhealing friendly Soldiers will allow them to safely rocket jump onto the Cliffs.
  • By sneaking an ÜberCharge through the Rocks.inc, you will effectively cut of the Red team's escape route from Point A.
  • Positioning yourself in the Triangular House puts you (mostly) out of harm's way, while still allowing you to heal teammates assaulting the B Hut.
  • The Server room acts as a good springboard from which to launch an attack.
    • While in it, it is good practice to climb onto the Servers themselves, as this will give you a slight leverage.

Defense

  • While staying on the Cliffs, beware of Blu members flanking through the Side Building.
  • Staying inside the Warehouse is risky, since if you have to retreat, you will have to traverse a big Sniper sightline.
  • Scouts and other highly mobile classes excel on Control Point B, so it might be worthy to prioritize healing them.
  • As you are withdrawing from the B Hut, beware of enemies attacking you from its roof, which is usually the first to fall.
    • The Overdose's speed boost can aid you in avoiding this.

Leaderboard class sniper.png Sniper

Offense

  • Exiting through the right most spawn exit will bring you to a small, slightly elevated wooden platform.
  • Once Cliffs get captured, you should advance forward and take a position on them, so that you may target enemies defending the point.
  • The Gated Shortcut grants you a powerful sightline directly to Point B.
  • There is a flank route on the right side of Point C, which you can utilize to get a good angle on the Red's back line.

Defense

  • Keep in mind that good Sniper sightlines are far and few in between on Altitude. As such, the classic Sniper Rifle is quite limited here.
  • Due to a lack of decent Sniping positions, the Huntsman-Sniper playstyle might be more viable, at least in certain situations.
  • On Control Point B, the B Hut's roof is a rewarding, albeit risky position.
  • You can surprise many attackers by starring down the Server room from the right flank.

Leaderboard class spy.png Spy