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− | {{Map infobox
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− | | map-strategy = yes
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− | | game-type = Payload
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− | | file-name = pl_pier
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− | | map-image = Pl pier.png
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− | | release-date = December 3, 2020
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− | | last-updated = January 8, 2021
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− | | 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}}
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− | | map-environment = Beach, Commercial, Park, Ports
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− | | map-setting = Nighttime/Island Town
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− | | map-deep-water = Yes
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− | | map-health-pickups-small = 13
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− | | map-health-pickups-medium = 14
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− | | map-health-pickups-large = 1
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− | | map-ammo-pickups-small = 2
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− | | map-ammo-pickups-medium = 17
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− | | map-ammo-pickups-large = 10
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− | | map-bots = yes
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− | }}
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− | This article is about '''Community Pier strategy'''.
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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.
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− | {{TOC limit|3}}
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− | == General strategy ==
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− | ===Offense===
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− | * The cart starts in front of the BLU's spawn. To reach the first checkpoint, it will have to traverse some open ground, pass a cliff and a beach, and drive through a tunnel.
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− | ** The Cliff is a very important spot to take over, as it offers vital [[High ground advantage|Height advantage]] to whoever is occupying it.
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− | *** The most effective away of capturing it involves pushing through the Caves with an [[Übercharge]]d [[Heavy]], [[Demoman]] or a [[Soldier]].
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− | ** While the rest of the team is attempting to conquer the Cliffs, flanking classes can go down the Beach route and proceed to the Tunnel.
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− | *** If the Tunnel is unguarded, it is possible to "wrap around it" and reach the Cliffs from the other side; blocking defenders from retreating towards checkpoint B.
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− | ** Meanwhile, anyone who is not directly attacking the Red team should position themselves on the wooden ledge, from which they will be able to support both attacking groups.
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− | ===Defense===
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− | * The distance between the Red's first spawn and the Cart's beginning makes defending checkpoint A tricky. However, the Red team does hold vital high ground near the point.
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− | ** To prevent this huge advantage from falling into Blu's hands, defenders should save up an ÜberCharge, and power classes, for a likely push which will come from the Caves.
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− | *** On the other hand, flanking classes can utilize the Beach in order to disrupt the Blu's backline and physically defend the Cart.
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− | == Class specific strategy ==
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− | === {{class link | Scout}} ===
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− | ====Offense====
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− | * The Bikini Beach's open nature allows you to freely exercise the Scout's incredible [[Speed|mobility]], as well as to sneak up tot he Tunnel.
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− | * Assuming there are no enemies present in it, you can flank through the caves in order to avoid the common [[Sentry Gun]]s located on the Cliff.
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− | ** Doing this will lead you to the Minivan parking space, from which you can easily access Red team's backline.
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− | * The entire French Quarter of the map is extremely open and filled with different height variations and side routes, granting you (for the most part) ridiculous freedom.
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− | ** The only section you should avoid would be the Bourbon street, which is commonly filled with Red Sentry Guns.
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− | * Once Checkpoint B is captured, an overhead flank route near the Red Carpet building will open up.
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− | * During the assault on checkpoint C, it is recommended that you take up a more supportive role, since a Blu Scout's offensive capabilities become somewhat limited in the Warehouse.
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− | ** Focus on pushing the Cart and watching out for [[Spy|Spies]] instead. Although, you might be able to attempt a flank through the Canal if no one is looking.
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− | * As if the French Quarter was not enough, the Checkpoint D is even more spacious and elongated. Making the [[Baby Face's Blaster]] a great pick in this situation.
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− | * There is a small dropdown on the left side of the Hallway, which can be utilized for flanking opportunities.
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− |
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− | ====Defense====
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− | * It is possible to access the Cave area from the Minivan parking space via one of your jump-extending weapons, such as the [[Winger]] or the [[Atomizer]].
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− | * Enemies traversing through the Cliff's tunnel are susceptible to the [[Mad Milk]]'s area of effect.
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− | * Use the Canal for sneakily navigating around the Cart when on checkpoint B.
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− | ** This tactic goes hand-in-hand with the [[Fan-O-War]], as you can patiently sit inside the Canal before jumping and marking someone for death.
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− | * As a Red Scout, it is advised against flanking through the Wine Cellar, since counter-flanking Blu members can make short work of you inside its tight corridors.
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− | * The Docks are excellent for sneaking past the Blu's frontline, especially if you are using the Baby Face's Blaster.
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− | * Due to a general lack of [[Healthpack]]s inside of the Warehouse, equipping either the [[Pretty Boy's Pocket Pistol]] or the Mad Milk is recommended.
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− | * Try to focus down enemy Snipers when defending checkpoint D, as they are a big threat to your fellow teammates.
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− | ** You can make use of the Sandy beaches for the purposes of quickly flanking around.
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− | === {{class link | Soldier}} ===
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− | ====Offense====
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− | * As a Blu member, your first task should be to take over the Cliff, due to its immense [[High ground advantage]].
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− | ** However, keep in mind that [[Rocket jump]]ing up to the Cliff while there are [[Sentry Gun]]s on it can be dangerous.
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− | * You can safely bombard Red positions on checkpoint B from the Red Carpet building.
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− | * The Wine Cellar is the perfect environment for the [[Direct Hit]].
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− | * Try to generally avoid open areas such as the Sandy Beach, where enemy Scouts can easily dodge your rockets.
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− | * There is a small paltform on the left side of the Warehouse, to which you can rocket jump in order to get a better angle at Red's Sentry Guns.
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− | * Pushing through the Warehouse is best done with the help of the [[Battalion's Backup]].
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− | * The best way to take over checkpoint D is to secure the Barn's roof, which grants you a powerful overview of the checkpoint.
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− | * Red Sentry Guns on the final checkpoint will usually be facing towards the Hallway, opening them up for an attack from the Shooting range.
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− | ====Defense====
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− | * Take up a position on the Cliff, but bewary of Blu Soldiers which will try to take it from you.
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− | * Using either the [[Beggar's Bazooka]]'s midair jumps or the wall jumping technique, one is capable of reaching the Bridge even from the Canal.
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− | * Controling the Red Carpet building, whose cramped environment is ideal for you, is vital to Red's success.
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− | * It is possible to rocket jump through the dropdown in the Hallway's left side, thus surpising enemy flankers.
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− | === {{class link | Pyro}} ===
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− | ====Offense====
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− | * [[Spy checking]] right after leaving the spawn will usually pay off, since Red [[Spy|Spies]] love to hide either on the Bikini Beach or above the spawn exits.
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− | * Use your [[Airblast]] to deny enemy [[Soldiers]] from bombarding the attackers from the Cliff.
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− | ** The Cliff itself can be cleared out by asking a [[Medic]] for an [[ÜberCharge]] before pushing through the Caves and onto the Cliff.
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− | * The French Quarter of Pier has many significant height variations. Use them to either ambush your opponents from above or below.
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− | ** Conversely, this opens up an opportunity for movement-enhancing weapons, such as the [[Detonator]] or the [[Thermal Thruster]], to shine.
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− | * Once checkpoint B is captured, an overhead gate near the Red Carpet Building will open up, through which you can drop down on remaining defenders.
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− | * Although the Warehouse offers an enclosed environment, it is separated in two by a canal, which will need to be crossed with the Detonator in order to reach the enemy side.
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− | * Due to an increased threat from [[Sniper]]s on the relatively open Venice Beach, the [[Scorch Shot]]'s use is fully legitimate.
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− | ====Defense====
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− | * The Tunnel on point A is one of the few [[Chokepoint]]s on Pier where the [[Phlogistinator]] can adequately perform.
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− | * Although not that useful, the [[Neon Annihilator]] can still help with removing sappers, while allowing you to exploit the uncommon water areas found on Pier.
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− | * The many flanking opportunities in Pier offer rewards for using the [[Backburner]].
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− | ** Such as sneaking through the Caves with the Detonator. Or using the Thermal Thruster in order to unexpectedly reach the Bridge from the Canal. Or even making use of the [[Powerjack]] for quickly navigating around the Sandy Beaches on checkpoints D and E.
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− | * Pyro's Airblast is fairly important on checkpoint D, where flanking Soldiers and Demomen like to climb onto the Barn and attack your team from above.
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− | === {{class link | Demoman}} ===
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− | ====Offense====
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− | * The nature of your projectiles, that being that they arc, can be used to destroy the [[Sentry Gun]]s on top of the Cliff from below.
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− | ** Subsequently turning your [[High ground advantage|height disadvantage]] into an advantage.
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− | * Once the Cliff has been captured, you can utilize it as platform from which to launch Stickybombs onto the retreating defenders.
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− | * The Red Carpet Building offers a formidable overview of the Bourbon Street; and the Sentry Guns found in it. Allowing you to destroy them from a safe distance.
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− | * [[Sticky jump]]ing up to the Warehouse's left most entrance will grant you another angle on the Red's defensive positions.
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− | * Beware of Red [[Scout]]s on checkpoint D, as that section of the map is very open and filled with flank routes, leaving you exposed to ambushes.
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− | ** Consequently, this abundance of flank routes also makes [[Glossary of player terms#Demoknight|Demoknight]] a viable playstyle.
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− | * By Sticky jumping onto the Barn, you will find yourself in a prime position for obliterating the Red defenses on checkpoint D.
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− | ====Defense====
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− | * Like with Soldier, [[Stickyjump|Stickyjumping]] is good as the map's skybox is quite high in a lot of places. Thus making the [[Stick Jumper]] very useful.
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− | ** The entire area of checkpoint D is a good example of where the Map really widens out and becomes spacious.
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− | * Unlike on other payload maps, there are not a lot of [[Chokepoint]]s present on Pier for you to spam out.
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− | ** The only ones which can be considered as chokepoints are: Tunnel, Warehouse, Kitchen and Hallway.
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− | * Long-ranged weaponry, such as the [[Loch-N-Load]] or the [[Quickiebomb Launcher]], performs exceptionally well on checkpoint D.
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− | === {{class link | heavy}} ===
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− | ====Offense====
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− | * On the first checkpoint, your main objective should be to help in capturing the Cliff.
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− | ** This can be done by either providing long-range supportive fire with the [[Tomislav]], or by spearheading the attack yourself; preferably with an [[ÜberCharge]].
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− | * Once checkpoint A is captured, it is recommended to equip the [[Gloves of Running Urgently]], since it is a long way to the frontlines.
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− | * If you prefer a flank-Heavy playstyle, you can try sneaking through the Wine Cellar in order to ambush the Red [[Sniper]] on the other side.
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− | ** In this case, the [[Second Banana]] should be your secondary of choice.
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− | * Having a Heavy lay down a never-ending barrage of fire inside the Warehouse is extremely beneficial to the Blu team.
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− | * Use the Gloves of Running Urgently in order to swiftly reach the Barn's roof, which you can use to jump directly into the Red's defenses.
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− | ====Defense====
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− | * Pier has many open areas and a lot of elevated platforms, so always keep an eye out for enemy [[Spy|Spies]]. You are their #1 target because of your slow speed and high health pool.
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− | * While laying down fire from the Cliff, keep an eye out on Snipers, to whom you will be in full sight.
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− | * Camping in the Red Carpet Building will produce a lot of results, as attackers eager to capture the Building will mindlessly rush in without a second thought.
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− | ** Just make sure to equip the Tomislav while doing this, so that the enemy cannot hear your ambush in advance.
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− | ** A similar strategy can be employed in the Wine Cellar, where you can wait for Blu attackers to capture the checkpoint B above, before unexpectedly emerging out of your hiding place.
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− | * The [[Fists of Steel]] come in handy on checkpoint D, which is "criss-crossed" with multiple Sniper sightlines.
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− | === {{class link | Engineer}} ===
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− | ====Offense====
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− | * The [[Short Circuit]] is quite useful on first checkpoint. Not for exiting your spawn, but more so for denying the immense spam which will ensue from the Cliff.
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− | * Taking the Cliff on checkpoint A is vital for continuing the Blu's advance. So make sure to support your team in their endeavor.
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− | ** This can be done by position a [[Dispenser]] in the Caves, where it can directly support your teammates ascending up.
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− | ** Meanwhile, your [[Sentry Gun]] should be located near the Beach, where it can punish overextending opponents.
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− | * Bringing a [[Wrangler|Wrangled]] Sentry into the Red Carpet Building will allow it to target the Red defenders on Bourbon Street.
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− | * After checkpoint B get captured, remember to replace your old [[Teleporter]] '''entrance''' with a new one, since Blu spawn changes.
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− | ====Defense====
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− | * 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.
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− | === {{class link | Medic}} ===
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− | ====Offense====
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− | * When exiting your spawn, lookout for [[Spy|Spies]] camping above the [[Cart]], as well as for [[Sniper]]s looking at you from the Cliff.
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− | * Clearing out the Cliff is a prerequisite to capturing the first checkpoint, so make sure to save up an [[ÜberCharge]].
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− | ** Due to an abundance of [[Sentry Gun]]s found on the Cliff, it is recommended to Über a [[Demoman]] when attempting to take it over.
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− | * Make use of the Bridge's stone rails in order to conceal yourself from enemy Snipers.
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− | * While the Cart is making its circle around the Canal, you and another teammate should focus on clearing out the checkpoint B.
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− | ** This can be done by either Übering out of the Wine Cellar, or directly out of Red Carpet building.
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− | * [[Overheal]]ing friendly [[Soldier]]s will allow them to [[Rocket Jump]] onto the Warehouse's left platform.
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− | * Try to avoid the Sandy Beach on checkpoint D, since you will be easy prey to any Red [[Scout]]s flanking through there.
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− | * The [[Crusader's Crossbow]] is useful when attempting to heal players on the other side of the Hallway.
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− | * There is often a Red Sentry nest near the Shooting Range. The quickest way to neutralize it out would be to sneak an ÜberCharge through the Sandy Beach.
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− | ** Of course, under the assumption that the Sandy Beach has already been cleared out for you.
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− | * Beware of enemy's Sniper sightlines when crossing between the two parts of the Hallway.
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− | ** At the same time, be wary of the Hallway itself. Since if you are in its upper most part, there is a real danger that you might get surrounded by Reds, without a way out.
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− | ====Defense====
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− | * A good holding position right at the start of the round are the Caves. They offer good protection and escape routes, while still allowing you to heal fellow Red teammates.
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− | * In the case that you are forced back to the Cliff, watch out for bombing Soldiers and Demomen, as well as for enemies coming up behind from the tunnel below.
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− | ** If things get really dire, you can throw yourself over the Bridge and escape your chasers that way.
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− | * Prioritizing Scouts and Soldiers on checkpoint B can be very effective on checkpoint B, as they are able to easily hold onto the vital Red Carpet Building.
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− | * Since the Red team is at a [[High ground advantage|Height disadvantage]] on checkpoint B, equipping the [[Quick-Fix]] can help negate some of the incoming spam.
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− | * Expect enemies to start dropping down on your head when the second checkpoint gets captured. Making retreat a necessity.
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− | * The [[Overdose]] is useful in quickly getting you out of the Warehouse's canal, if you happen to fall into it.
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− | ** It can also help you to quickly traverse the Sandy Beaches of checkpoint D.
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− | * Sniper absolutely dominates on checkpoint D, so it is recommended to prioritize his well being at all times.
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− | * When fighting in the Hallway, look out for flanking Reds emerging from behind of you.
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− | === {{class link | Sniper}} ===
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− | ====Offense====
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− | * Upon exiting the spawn, your first task should be to neutralize any enemies bombarding your teammates from the oppressive Cliff.
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− | ** To accomplish this, you can hide your self in a nearby palm tree, from which you will be able to stealthily fire.
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− | *** Assuming you are not using the [[Machina]].
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− | ** Once the aforementioned Cliff has been secured, you can occupy it and use it to target retreating defenders.
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− | * The Red Carpet Building offers the best overview of the Bourbon Street, and subsequently the entire checkpoint B, but it leaves you vulnerable to being out-flanked from the Cellar.
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− | * If you are fast enough in your advancement, you might be able to catch out a couple of Red members retreating towards the Warehouse after checkpoint B is captured.
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− | * The Warehouse's enclosed nature is complimented well by the [[Huntsman]].
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− | * A Sniper on checkpoint D is immensely powerful due to the openness of that particular section, making him a very dominant class.
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− | ** However, the same applies to the enemy Sniper. So make sure to prioritize him over anyone else.
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− | ====Defense====
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− | * 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.
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− | ** This is especially true when engaging in a fight around the fourth checkpoint.
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− | === {{class link | Spy}} ===
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− | ====Offense====
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− | * Keep in mind that this map contains [[Water]], which coats you in water droplets when exiting it, thus making you visible even when [[Cloak|Cloaked]].
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− | * The Bikini Beach, located on checkpoint A, offers an excellent flank route to the Tunnel, and subsequently the Minivan parking space behind it.
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− | * Majority of Cliffs' defenders will usually be preoccupied with your team, setting them up for an easy [[Backstab]].
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− | * There is a small room '''in''' the water Canal where you can discretely replenish your [[Health]] and [[Ammo]].
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− | * When sneaking around checkpoint B, make sure to utilize the Wine Cellar, as it is an excellent flank route which no one really uses.
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− | ** Not to mention that it contains Health and Ammo.
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− | * The area of Jetty Venice Beach is very long and sparse in ammo packs, making the [[L'Etranger]]'s cloak-extension capabilities quite handy.
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− | * The Small Barn's roof can be used to get a dropstab onto the passing Red defenders.
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− | * On the final Point, the use of [[Your Eternal Reward]] is highly recommended, since there are often numerous [[Sentry Gun]]s present.
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− | ====Defense====
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− | * 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.
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− | ** It can also be utilized when pushing through the Tunnel or the Warehouse, in an attempt to reach Blu's backline.
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− | ** The [[Big Earner]] is also useful, as it allows you to be just as fast as the Dead Ringer without having to feign.
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− | * A palm tree, found in the Bikini Beach, can be used as a hiding spot while waiting for the attackers to exit their spawn.
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− | * Just like your Blu counter, make sure to heavily utilize the Wine Cellar on checkpoint B. Due to its flanking potential.
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− | * You can sit on one of Warehouse's numerous platforms and wait for the Attackers, which will be traveling to checkpoint B, to pass under you.
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− | * The open areas of checkpoint D open up an opportunity for the [[Ambassador]] to shine.
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− | {{Map Strategy Nav}}
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