Difference between revisions of "User:Lolimsogreat21/Sandbox1"

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("Completed" Gravestone strategy. Will add it into the main space tommorow. After that, gona take a small break from the strategy section of the wiki.)
m (Starting on a new project)
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{{community strategy stub|Expand the "General strategy" section to cover map locations in more detail. Expand the mostly-empty class-specific strategies as well.}}
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{{Community strategy stub|All we need to do is complete the Offense and Defense sections. Help needed!}}
  
 
{{Map infobox
 
{{Map infobox
   | map-strategy               = yes
+
   | map-strategy             = yes
   | game-type                   = Payload
+
   | game-type                 = Payload
   | file-name                   = pl_rumble_event
+
   | file-name                 = pl_pier
   | map-image                   = Pl rumble event.png
+
   | map-image                 = Pl pier.png
   | release-date               = October 19, 2018
+
   | release-date             = December 3, 2020
   | last-updated               = October 9, 2020
+
   | last-updated             = January 8, 2021
   | developer                   = [http://steamcommunity.com/id/ics Tomi "ICS" Uurainen]<br>[http://steamcommunity.com/profiles/76561198019705730 Riley "Sheltr" Aanestad]<br>[http://steamcommunity.com/profiles/76561197995219517 Michał "AsG_Alligator" Byczko]<br>[http://steamcommunity.com/profiles/76561198053304236 Zach "Exactol" Matuson]<br>[http://steamcommunity.com/profiles/76561198072146551 Liam “Diva Dan” Moffitt]
+
   | developer                 = {{Steamid|76561197995064139|Neal "Blade x64" Smart}}<br />{{Steamid|76561197988141888|Benjamin "Badgerpig" Blåholtz}}<br />{{Steamid|76561198060934132|Erik "Colteh" Coltey}}<br />{{Steamid|76561198072146551|Liam "Diva Dan" Moffitt}}<br />{{Steamid|76561197972106255|donhonk}}<br />{{Steamid|76561197973859098|Andrew "Dr. Spud" Thompson}}<br />{{Steamid|76561198030515368|Thijs "Evil_Knevil" Van Gerrewey}}<br />{{Steamid|76561198047350168|Juniper}}<br />{{Steamid|76561198004108258|Nassim "NassimO" Sadoun}}<br />{{Steamid|76561198000373363|Damian "Populus" Błaszczyk}}<br />{{Steamid|76561197992729564|Kevin "Ravidge" Brook}}<br />{{Steamid|76561198047437575|Tim "SediSocks" BL}}<br />{{Steamid|76561198041979829|Sky}}<br />{{Steamid|76561198024991627|Al "Square" Rodgers}}<br />{{Steamid|76561197994150794|Aeon "Void" Bollig}}<br />{{Steamid|76561197982676963|Zoey Smith}}
  | map-environment            = Halloween
+
   | map-environment          = Beach, Commercial, Park, Ports
  | map-setting                = Nighttime, overcast
+
  | map-setting              = Nighttime/Island Town
  | map-hazards                = [[Environmental death#Bubbling Cauldron|Bubbling Cauldron]], [[Environmental death#Saw blades|Saw blades]],<br/>[[Pumpkin bomb]]s, [[Ghost]]s,<br/>[[Skeletons]], [[MONOCULUS]], <br/>[[Environmental death#Pitfall|Pitfall]],<br/>[[Horseless Headless Horseman]],<br/>''Visual effects only:''<br/>[[Environmental death#Steam|Steam]], [[Environmental death#Shake|Shake]]
+
   | map-deep-water = Yes
  | map-underworld-hazards      = [[Environmental death#Health drain|Health drain]] <small>(Island and Graveyard)</small>,<br/>[[Environmental death#Deadly waters|Stygian waters]],<br/>[[Merasmus]] <small>(Bumper Car Race)</small>,<br/>[[Skeletons]] <small>(Bumper Car Race)</small>
+
   | map-health-pickups-small = 13
   | map-stamp-link              = https://steamcommunity.com/stats/TF2/leaderboards/3036450
+
   | map-health-pickups-medium = 14
   | map-deep-water             = No
+
   | map-health-pickups-large = 1
   | map-health-pickups-small   = 8
+
   | map-ammo-pickups-small   = 2
   | map-health-pickups-medium   = 5
+
   | map-ammo-pickups-medium   = 17
   | map-health-pickups-large   = 2
+
   | map-ammo-pickups-large   = 10
   | map-ammo-pickups-small     = 1
+
   | map-bots                  = yes
   | map-ammo-pickups-medium     = 8
+
 
   | map-ammo-pickups-large     = 5
 
   | map-special-pickups-sgg    = yes
 
  | map-special-pickups-pumpkin = yes
 
  | map-bots                    = 1
 
 
}}
 
}}
  
This article is about '''Community Gravestone strategy'''.
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This article is about '''Community Pier strategy'''.
  
'''Note''': It is recommended to read the main [[Gravestone]] article first to become familiar with the names of key map locations used in this article.
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'''Note''': It is recommended to read the main [[Pier]] article first to become familiar with the names of key map locations used in this article.
  
 
{{TOC limit|3}}
 
{{TOC limit|3}}
  
 
== General strategy ==  
 
== General strategy ==  
{{See also|Community Payload strategy}}
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===Offense===
{{See also|Community Skeletons strategy}}
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'''Checkpoint A'''
''This Halloween map features [[pumpkin bomb]]s, [[Halloween pumpkin]]s, [[magic spells]], and the [[Ghost]]s; see [[Community Halloween maps strategy]].''
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* The cart starts in front of the BLU's middle lower spawn. To reach the first checkpoint, cart will have to move through open ground, pass a cliff and a beach, go through a short tunnel, go by a parked mini van and climb up a small incline to reach checkpoint A.
 +
**The cliff is a very important spot to take over, as an uncoordinated RED team will be unable to reclaim it to defend the point.
 +
**Pushing in through the caves with an Ubercharged [[Combo (competitive)|combo]] is a common and effective strategy.
 +
***If the tunnel isn't guarded by a Sentry Gun, any class may push in from the stairs behind the cliff to prevent the RED team from effectively retreating from the combo push.
 +
'''Checkpoint B'''
 +
*  As the cart crosses the bridge it will begin descending down a small decline, as it is climbing down, on its right side it will pass a two story building named the "Red carpet building" duo to the beautiful Red carpet on the second floor.
 +
** BLU has a major advantage, due to them having immediate high ground. Use this to your advantage.
 +
'''Checkpoint C'''
 +
* Once the cart reaches the third checkpoint, it will exit the warehouse, make a turn to the left and once again, the cart will proceed to cruise parallel to the beach on its right side.
 +
'''Checkpoint D'''
 +
* After it has passed the docks, the cart will now enter the warehouse, a large building in which the third checkpoint lies. The warehouse is split in two parts by a large canal which runs through the middle of it. Once the cart reaches the edge of that canal it will have to stop, for the third checkpoint is on the other side of the warehouse, in order to cross to the other side, the cart will have to wait for an automated crane to transport an improvised bridge to fill the gap separating the two parts of the warehouse so that it can cross the canal and reach the third checkpoint.
 +
 
 +
'''Checkpoint E'''
 +
* On its way to the final point, the cart will pass through a carnival, up a broken roller coaster, before crashing into the water at the end of the round.
 +
**Pick classes can take advantage of the flank routes behind the small barn or across the beach.
 +
**The building adjacent to the barn is typically a great holding point for both teams. If BLU takes this building over, they'll have a strong hold right next to RED's spawn that makes defending the last point very difficult.
 +
 
 +
===Defense===
 +
'''Checkpoint A'''
 +
*The cart starts far away from RED's first spawn and right outside BLU's first spawn. RED must cross over a cliff and through caves in order to defend the first part of the track.
 +
**The defense should situate themselves on top of the cliff, as it is hard to push into without a Medic's Ubercharge.
 +
**Classes like the Scout or Spy can use the beach as a flank route that leads directly to where the cart starts.
 +
***Alternatively, the caves can be used as a flank route if the BLU team is not holding them.  
 +
 
 +
'''Checkpoint B'''
 +
 
 +
'''Checkpoint C'''
 +
 
 +
'''Checkpoint D'''
 +
 
 +
'''Checkpoint E'''
  
* General [[Community Payload strategy]] applies, but with the added complication of scheduled monster spawns.
+
== Spawn Rollout ([[BLU]]) ==
* As disruptive as they can be, the infrequent monster spawns are generally a neutral factor.
+
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 cave, so they can avoid the gun. A Sniper on BLU should wait for his team to push into the tunnel, then, 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. A Medic and his buddy should push through the caves and onto the Cliff as to gain the high ground. A BLU Engineer on first point will have similar spots to a RED Engineer. A 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 placed his own gun on the high ground. Pyro should use their [[Compression blast|airblast]] to protect their friendly Engineer from the RED team's explosives. Pyros may also use the flanks routes to ambush the defense. Heavy should watch out for Snipers on the ledges and flanking Spies and Scouts. Use cover and have your team watch your back. Once the BLU Team takes over the cliff, it is usually quite easily to capture the first point.
* Attack only those [[Skeletons]] that chase your team; waste no fire on any other monster.
 
* There are only [[Magic spell#Rare Magic Spells|Rare Magic Spells]] are available only through the Island and Graveyard Underworlds; know where they are and when they unlock.
 
** The Underworld Island rare spell respawns in just 10 seconds, easily more than 10 times during a Witching Hour.  
 
* There are 5 rare spells in the Graveyard when MONOCULUS dies. If looks like other team is about to defeat MONOCULUS, attack those enemies close to the portal that is about to open and get the spells yourself.
 
  
==Class-specific strategy==
+
== Spawn Rollout ([[RED]]) ==
=== {{class link|Scout}} ===
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RED team holds high ground near the ledge, with explosive classes benefitting from this the most. Engineers on RED should place their Sentry Guns near the ledges on either side of the tunnel. 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 should have an Ubercharge on the ready to counter the common push the BLU team makes from the caves.
====Offense====
 
* Make use of the Scout's [[Speed|mobility]] on the Tick Tock Cloak Hill, which is entirely open.
 
* You can jump onto the Shack from Blu's middle spawn exit, stealing [[High ground advantage]] from enemy Soldiers.  
 
* The Jim Jam is excellent for flanking around Red's [[Sentry Gun]] positions on the first checkpoint.
 
* Flanking through the Kitchen is not recommended, as its one-way gate can easily trap you in an unfavourable position.
 
* The close-quarters nature of Binski logging increases the effectiveness of your [[Scattergun]], but also limits your maneuverability.
 
* Area surrounding the final checkpoint is usually filled with Sentry Guns and other defensive entrenchments. So tread carefully!
 
** However, defenders can be lured away from their positions and into the Backyard, where you can engage them on your terms.
 
====Defense====
 
* Open areas, such as the ones found on checkpoints A, C and D, are excellent grounds for the [[Shortstop].
 
* Launching [[Wrap Assassin]]s and [[Flying Guillotine]]s down the Loading Dock will discourage any Blu members from traversing it.
 
* When inside the Binski logging sawmill, you can use the [[Force-A-Nature]]'s increased knockback to push approaching attackers into the [[Environmental death#Saw blades|Haunted Sawblades]].
 
** Also, attackers attempting to capture checkpoint B will be forced to clump up together, leaving them vulnerable to your [[Mad Milk]].
 
* There are plenty of obstacles and platforms within the Pumpking Patch, on which you can jump on and make yourself a harder target.
 
  
=== {{class link|Soldier}} ===
+
== Class specific strategy ==
====Offense====
 
* When pushing out of spawn, your first priority should be to take over the Shack, as it offers valuable [[High ground advantage]].
 
* The Loading Dock and the Red Barn often contain contain enemy [[Sentry Gun]] emplacements, which you can easily destroy from within the Jimi Jam.
 
* There is a platform which overviews the entire Binski Logging sawmill, thus allowing you to rain down rockets on its defenders. It can be accessed via the Loading Dock.
 
* As a Blu member, pushing into the Binski Logging sawmill can prove to be quite difficult, sometimes requiring the use of the [[Battalion's Backup]] for a successful push.
 
** Also, the [[Direct Hit]] shines really well inside the said Binski Logging, mostly due to it's close-quarters nature and sentry-busting potential.
 
* The area of the final checkpoint, that being the Pumpkin Patch, opens up quite a lot of [[Rocket Jump|Rocket Jumping]] potential, for both the Red and the Blu Soldiers.
 
====Defense====
 
* Blu Soldiers and Demomen are likely to try and capture the Shack's roof after exiting the spawn, so be ready for an incoming swarm of blast-jumping attackers.
 
** In this situation, the Direct Hit's ability to Mini-[[Critical Hits|Crit]] airborne players can come in handy.
 
* In the case that you have been pushed back from the Shack, you can still occupy the building adjacent to the Jimi Jam and continue bombarding the Cart from there.
 
* On the final checkpoint, carefully patrolling the Alleys, as wells as spamming down the Binski Logging sawmill, should be your main priority.
 
  
=== {{class link|Pyro}} ===
+
=== {{class link | Scout}} ===
* Your relative stamina and speed gives you a little time to linger in the Underworld Island and Air Blast enemy into the Deadly Waters, if you get there first.
+
* Pier is good for Scouts since it has so many high up areas that other classes can't get to.
** Having the Overheal Spell definitely gives you more time to ambush here.
 
** Be sure to cut and run with a rare spell before you die and give up the buff and the Respawn delay.
 
== Offense ==
 
* The Jimi Jam flank offers an alternative route around the Red [[Sentry Gun]]s.
 
* You can quickly reach the Log inside the Binski Logging Sawmill with the use of the [[Detonator]].
 
* The Alleys on checkpoint D allow you to sneakily move around without getting noticed by hostile Sentries.
 
== Defense ==
 
* A perfectly timed [[Phlogistinator]] charge on checkpoint B can melt apart the entire enemy team.
 
** Bonus points if you are [[ÜberCharged]] during your rampage.
 
  
=== {{class link|Demoman}} ===
+
* As previously stated, Pier has many ways to get to the several high positions. Use the [[Atomizer]] and the [[Winger]] for easier accessibility.
====Offense====
 
* Charging up your stickies allows them to be launched further away, an useful trait in the long, open areas of checkpoint A.
 
** This openness also allows the [[Sticky Jumper]] to shine, even if it does no damage.
 
* Make use of your [[Projectiles]]' arches in order to destroy the Red defenses hiding in front of the Red Barn.
 
* The [[Loch-n-Load]]'s increased damage and projectile speed will come in particularly handy inside the tight spaces of the Binski Logging Sawmill.
 
* Unless an allied [[Medic]] [[ÜberCharge]]s you, there is not much you can do to destroy the Sentry Guns within the Pumpkin patch. Other then to chip away at them from the Alleys.
 
====Defense====
 
* Just like with your Blu counterpart, charged up Stickies perform excellently on the first checkpoint. Especially the ones fired by the [[Quickiebomb Launcher]].
 
* The Binski Logging Sawmill only has three entry ways dedicated to the Blu team, two of which lead to a similar place. Due to this, the [[Scottish Resistance]] can truly shine here.
 
* A [[Glossary of player terms#Demoknight|Demoknight]] orientated Demoman is best utilized in the small corridors of the Alleys.
 
* The final part of the map offers an excellent environment for the [[Base Jumper]], since it is very open without containing good Sniper spots for the Blu team.
 
  
=== {{class link|Heavy}} ===
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=== {{class link | Soldier}} ===
* Your Health and Lunchbox Items give you extended persistence in the Underworld Island.
+
* [[Rocket jumping]] is good as the map's skybox is quite high in a lot of places.
** Your [[Second Banana]] recharges and heals you faster than the Underworld Health Drain.
 
** You can use this time to farm for the best rare spells or you can just keep picking them up to deny them from the enemy.
 
** You can shoot the enemy, denying them both the Rare Spell and a Respawn time, saving the rare spell respawns for yourself or your teammates.
 
** About 90 seconds after the portals open, the Underworld Island kills everyone there, so don't stay there that long -- get out before it kills you and you lose the buff and Respawn time.
 
====Offense====
 
* The [[Tomislav]]'s increased accuracy comes in handy when pushing up the Tick Tock Cloak hill.
 
* You can use the [[Gloves of Running Urgently]] for the purposes of quickly reaching the Jimi Jam flank, assuming you prefer such a sneaky playstyle.
 
** Do note however that attempting this will make you vulnerable to [[Sniper]]s for quite some time.
 
* When attacking the Binski Logging Sawmill, you should preferably approach it from the Loading Dock, as this will surprise the defenders and give you an upper hand.
 
* Make use of the numerous boxes and pumpkins found within the Pumpkin patch in order to shield yourself from Red Snipers.
 
====Defense====
 
* On the first checkpoint, it is recommended that you position yourself further back than usual, so that you do not end up attracting the attention from Blu Snipers.
 
* The Loading Dock offers an excellent ambush position, in which you can patiently wait for the incoming attackers to arrive.
 
* Surprisingly enough, the [[Huo-Long Heater]] is extremely powerful inside the Binski Logging Sawmill, where your "ring of fire" can easily catch out many unaware opponents.
 
** This is further enforced by the Log, a very good position on which you can sit, before dropping down on the Cart below.
 
  
=== {{class link|Engineer}} ===
+
=== {{class link | Pyro}} ===
====Offense====
+
* The many flanking opportunities in Pier offer rewards for using the [[Backburner]]. Sneak using these flank routes to get behind the enemy for insane fire damage.
* The first section of this map is very open, so be mindful of [[Sniper]]s when [[Buildings#Hauling|Hauling]] your buildings.
 
** You can use the [[Wrangler]] to fend off any [[Soldier]]s or [[Demoman|Demomen]] camping on top of the Shack, as well as for harassing enemy Snipers near the Red Barn.
 
** If you are stealthy enough, you might be able to flank past the Jimi Jam and set up a [[Sentry Gun]] in the Bend, thus preventing Red defenders from retreating back to Point B.
 
* The generally chaotic nature of the Binski Logging Sawmill makes it very unfriendly towards Engineer's buildings, so avoid pushing into it until your team has cleared it out.
 
** Avoid putting a [[Teleporters|Teleporter]] inside the Kitchen. That position is a death trap for the attackers.
 
* Establishing a Sentry nest in the Alleys is akin to putting a big thorn in the Red's left side, thus drastically increasing your chances of winning.
 
====Defense====
 
* For the first checkpoint, you should set up your Sentry nest just in front of the Red Barn, where it is safe behind cover while still being able to watch the point.
 
** Under the assumption that your team is doing a good job of defending, you could get away with moving up your Dispenser to an aggressive position behind the Shack.
 
* Inside the Binski Logging Sawmill; your Sentry Gun should ideally be placed on the Forward-Blu-spawn's overlook, where it can overview the entire structure.
 
** Also, it might be a good idea to bring the [[Rescue Ranger]] when defending checkpoint B, as its long-range healing capability allows you to stay outside of the chaotic Sawmill.
 
* There are a couple of boxes within the Pumpkin Patch on which you can plot down a Sentry.
 
  
=== {{class link|Medic}} ===
+
=== {{class link | Demoman}} ===
====Offense====
+
* Like with Soldier, [[Sticky jumping]] is good as the map's skybox is quite high in a lot of places.
* Be careful when exiting your spawn on the first checkpoint, since there are numerous [[Sniper]] sightlines present.
+
* The various elevated ares throughout the map are great places for a Demoman to spam their [[Stickybomb Launcher|stickies]] from.
** Luckily, you should be able to avoid most of them by hiding behind the Shack.
 
* Due to the first point's openness, [[Scout]], [[Soldier]]s and Snipers are the most dominant there, so make sure to prioritize healing them.
 
* Any Blu team will have a hard time pushing through the Binski Logging Sawmill without a proper [[ÜberCharge]] from your end.
 
** Also, [[Heavy|Heavies]] and [[Demoman|Demomen]] are exceptionally strong inside the claustrophobic spaces of the aforementioned Sawmill, making them the optimal heal target.
 
* If you want to surprise the final point's defenders with an ÜberCharge, then making use of the Alleys is your best bet for achieving that.
 
====Defense====
 
* You should generally hang around the Red Barn on the first point, as it is a pretty safe position while still being effective.
 
** However, if your team happens to be doing well, then pushing up to the Shack is not a bad idea.
 
* When retreating to the second checkpoint, watch out for flankers cutting you off at the bend.
 
* The [[Amputator]]'s ''area-of-effect'' healing ability makes it quite potent inside the Binski Logging Sawmill, where your teammates are likely to bunch up together in one spot.
 
* Meanwhile, the [[Crusader's Crossbow]]'s ''long-range'' heals are useful in the open areas of the Pumpkin Patch.
 
  
=== {{class link|Sniper}} ===
+
=== {{class link | heavy}} ===
====Offense====
+
* Pier has many open areas and a lot of elevated platforms, so always keep an eye out for enemy Spies. You are their #1 target because of your slow speed and high health pool.
* Your first priority on checkpoint A should be to take out the opposing Red Snipers, since their presence prevents the attacking team from advancing up the Tick Tock Cloak Hill.
 
** Red Snipers are usually located either inside the Red Barn, or next to the Jimi Jam flank.
 
*** After they are neutralized, you should turn your attention to enemy [[Soldier]]s commonly located on the Shed's roof.
 
* The Binski Logging Sawmill is an enclosed space, making it difficult to operate in it as a Sniper, especially on offense.
 
** Because of this, close-ranged weapons, such as the [[Huntsman]] or the [[Classic]], are preferred here.
 
* You can utilize the rows of concealed Alleys in order to get a good angle on enemy [[Engineer]]s fortifying the final checkpoint.
 
** And if things do not got according to plan, you can always seamlessly retreat into the Backyard.
 
====Defense====
 
* The Jimi Jam flank offers a relatively good sniping position for the first few minutes of the round, at least until enemy [[Scouts]] start rushing you down.
 
** A more "conventional" sniping spot can be found inside the Red Barn, which also provides a slight [[High ground advantage|Height advantage]] to its occupants.
 
* You should make use of the [[Jarate]] when defending the Binski Logging Sawmill, where you will be able to splash multiple attackers at once.
 
* The Loading Dock on checkpoint B is essentially one long sightline, allowing you maintain a close eye on the flanks.
 
** However, due to its enclosed nature, it might be a wise idea to bring either the Classic or the Huntsman when positioned in it.
 
  
=== {{class link|Spy}} ===
+
=== {{class link | Engineer}} ===
==== Offense ====
+
* Once BLU caps the fourth point, consider putting a Sentry Gun at the stairway right outside their spawn. BLU may walk into it expecting the stairs to be safe.
* The left spawn exit, as well as the Jimi Jam flank, should be your main infiltration route on the first checkpoint.
 
** Jimi Jam also contains a large [[Ammo]] pack. An useful thing to keep in mind when using the stock [[Invis Watch]].
 
* A cheeky strategy you can employ would be to sit in the Loading Dock, below the Shortcut, and wait for spawning defenders to practically drop "onto" your Knife.
 
** Of course, this tactic can only be utilized before the first point is captured and the Shortcut sealed off.
 
* Noise produced by the [[Environmental death#Saw blades|Haunted Sawblades]] (found inside the Sawmill) can temporarily mask your decloak and backstabs.
 
** Not to mention that they can quickly dispose of any opponents blindly chasing you.
 
* There are a couple of boxes within the Pumpkin Patch on which you can sit with the [[Cloak and Dagger]] and wait for an opportune target.
 
* The Backyard and the Alley are your best friends when it comes to sneaking behind the Red lines on the final checkpoint.
 
==== Defense ====
 
* There is little ammo to be found on the Tick Tock Cloak hill, other then inside the cramped and frequently-used Shack. Due to this, the [[L'Etranger]] is recommended here.
 
* Once checkpoint A is captured, attackers will usually use the Loading Dock and the Cart's tracks as their main route, leaving Jimi Jam flank unattended.
 
* Inside the Sawmill, you can outsmart any potential Blu flankers by camping besides the Kitchen.
 
  
 +
=== {{class link | Medic}} ===
 +
* The [[Kritzkrieg]] is a useful tool for the BLU team, as they will have a lot of high ground to take advantage of throughout the map.
 +
* The [[Quick-Fix]] is also a good choice on this map, as the skybox allows you to jump with Soldiers and Demomen, and make it across the map quickly.
  
 +
=== {{class link | Sniper}} ===
 +
* The many long, open areas on Pier make Sniper a hard foe to deal with. Make sure to stand at the back of these areas, and ask your team to situate far in front of you.
  
 +
=== {{class link | Spy}} ===
 +
* The [[Dead Ringer]] is good choice on Pier, as there are a lot of places to hide when the enemy pursues, and allows you to cross the map quickly.
 +
** The [[Big Earner]] is also useful, as it allows you to be just as fast as the Dead Ringer without having to feign.
  
{{Map strategy}}
+
{{Map Strategy Nav}}
[[Category:Payload maps]]
 

Revision as of 11:56, 15 December 2021

Lolimsogreat21
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 Community Pier strategy.

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

General strategy

Offense

Checkpoint A

  • The cart starts in front of the BLU's middle lower spawn. To reach the first checkpoint, cart will have to move through open ground, pass a cliff and a beach, go through a short tunnel, go by a parked mini van and climb up a small incline to reach checkpoint A.
    • The cliff is a very important spot to take over, as an uncoordinated RED team will be unable to reclaim it to defend the point.
    • Pushing in through the caves with an Ubercharged combo is a common and effective strategy.
      • If the tunnel isn't guarded by a Sentry Gun, any class may push in from the stairs behind the cliff to prevent the RED team from effectively retreating from the combo push.

Checkpoint B

  • As the cart crosses the bridge it will begin descending down a small decline, as it is climbing down, on its right side it will pass a two story building named the "Red carpet building" duo to the beautiful Red carpet on the second floor.
    • BLU has a major advantage, due to them having immediate high ground. Use this to your advantage.

Checkpoint C

  • Once the cart reaches the third checkpoint, it will exit the warehouse, make a turn to the left and once again, the cart will proceed to cruise parallel to the beach on its right side.

Checkpoint D

  • After it has passed the docks, the cart will now enter the warehouse, a large building in which the third checkpoint lies. The warehouse is split in two parts by a large canal which runs through the middle of it. Once the cart reaches the edge of that canal it will have to stop, for the third checkpoint is on the other side of the warehouse, in order to cross to the other side, the cart will have to wait for an automated crane to transport an improvised bridge to fill the gap separating the two parts of the warehouse so that it can cross the canal and reach the third checkpoint.

Checkpoint E

  • On its way to the final point, the cart will pass through a carnival, up a broken roller coaster, before crashing into the water at the end of the round.
    • Pick classes can take advantage of the flank routes behind the small barn or across the beach.
    • The building adjacent to the barn is typically a great holding point for both teams. If BLU takes this building over, they'll have a strong hold right next to RED's spawn that makes defending the last point very difficult.

Defense

Checkpoint A

  • The cart starts far away from RED's first spawn and right outside BLU's first spawn. RED must cross over a cliff and through caves in order to defend the first part of the track.
    • The defense should situate themselves on top of the cliff, as it is hard to push into without a Medic's Ubercharge.
    • Classes like the Scout or Spy can use the beach as a flank route that leads directly to where the cart starts.
      • Alternatively, the caves can be used as a flank route if the BLU team is not holding them.

Checkpoint B

Checkpoint C

Checkpoint D

Checkpoint E

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 cave, so they can avoid the gun. A Sniper on BLU should wait for his team to push into the tunnel, then, 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. A Medic and his buddy should push through the caves and onto the Cliff as to gain the high ground. A BLU Engineer on first point will have similar spots to a RED Engineer. A 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 placed his own gun on the high ground. Pyro should use their airblast to protect their friendly Engineer from the RED team's explosives. Pyros may also use the flanks routes to ambush the defense. Heavy should watch out for Snipers on the ledges and flanking Spies and Scouts. Use cover and have your team watch your back. Once the BLU Team takes over the cliff, it is usually quite easily to capture the first point.

Spawn Rollout (RED)

RED team holds high ground near the ledge, with explosive classes benefitting from this the most. Engineers on RED should place their Sentry Guns near the ledges on either side of the tunnel. 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 should have an Ubercharge on the ready to counter the common push the BLU team makes from the caves.

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 these flank routes to get behind the enemy for insane fire damage.

Leaderboard class demoman.png Demoman

  • Like with Soldier, Sticky jumping is good as the map's skybox is quite high in a lot of places.
  • The various elevated ares throughout the map are great places for a Demoman to spam their stickies from.

Leaderboard class heavy.png Heavy

  • Pier has many open areas and a lot of elevated platforms, 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 may walk into it expecting the stairs to be safe.

Leaderboard class medic.png Medic

  • The Kritzkrieg is a useful tool for the BLU team, as they will have a lot of high ground to take advantage of throughout the map.
  • The Quick-Fix is also a good choice on this map, as the skybox allows you to jump with Soldiers and Demomen, and make it across the map quickly.

Leaderboard class sniper.png Sniper

  • The many long, open areas on Pier make Sniper a hard foe to deal with. Make sure to stand at the back of these areas, and ask your team to situate far in front of you.

Leaderboard class spy.png Spy

  • The Dead Ringer is good choice on Pier, as there are a lot of places to hide when the enemy pursues, and allows you to cross the map quickly.
    • The Big Earner is also useful, as it allows you to be just as fast as the Dead Ringer without having to feign.