Difference between revisions of "User:Lolimsogreat21/Sandbox1"

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(Finished Altitude)
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{{community strategy stub}}
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{{community strategy stub|Expand the "General Strategy" section to cover map locations in more detail. Potentially look at the class-specific strategies as well. Also, the addition of a time limit was a relatively recent change, so remove any strategies that mention or rely on the formerly infinite time limit.}}
 +
 
 
{{Map infobox
 
{{Map infobox
| game-type                = Control Point
+
  | map-strategy              = yes
| map-strategy              = yes
+
  | game-type                 = Control Point
| map-image                 = Cp_altitude.png
+
  | file-name                = cp_powerhouse
| file-name                = cp_altitude
+
  | map-image                = Cp powerhouse.png
| developer                = {{steamid|76561198079458315|Evan "Defcon" Leblanc}}<br>{{steamid|76561198025680450|Alex "FGD5" Stewart}}<br>{{steamid|76561198072146551|Liam "Diva Dan" Moffitt}}
+
  | map-environment          = Industrial
| release-date              = December 2, 2021
+
  | map-setting              = Daylight, sunny
| last-updated              = December 3, 2021
+
  | map-deep-water           = Yes
| map-hazards              = [[Pitfall]]s
+
  | map-health-pickups-small  = 7
| map-environment          = Alpine
+
  | map-health-pickups-medium = 8
| map-setting              = Daylight, snowy
+
  | map-health-pickups-large  = 2
| map-stamp-link           =  
+
  | map-ammo-pickups-small    = 3
| map-health-pickups-small  = 6
+
  | map-ammo-pickups-medium  = 10
| map-health-pickups-medium = 11
+
  | map-ammo-pickups-large    = 2
| map-health-pickups-large  = 1
+
  | map-bots = 1
| map-ammo-pickups-small    = 2
 
| map-ammo-pickups-medium  = 8
 
| map-ammo-pickups-large    = 1
 
| map-bots                 = 1
 
 
}}
 
}}
  
This article is about Community Altitude strategy.
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This article is about '''Community Powerhouse strategy'''.
 +
 
 +
'''Note''': It is recommended to read the main [[Powerhouse]] article first to become familiar with the names of key map locations used in this article.
 +
 
 +
{{TOC limit|3}}
  
'''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.
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== General strategy ==
  
==General Strategy==
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* As this map has three control points instead of five, capturing goes a lot faster. Make sure that the middle control point is protected or else the battle can easily swing in the opposite direction.
===Offense===
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* This map has many different paths you can take. If one doesn't work, use another.
* Every control point has multiple flank routes leading up to it. If one particular path is not working out, then try another.
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* Due to the nature and layout of the map, it's very common for a prolonged stalemate to occur. Be sure to keep an eye on your team's class balance so you're not unbalanced.
** However, these very same flank routes can be utilized by the defenders, so beware!
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* Because of Powerhouse's stalematey nature, actual coordination will be needed. Don't be afraid to hop on the mic and help direct play. The best team falls apart without communication.  
* 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 jump]]ing 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 [[Chokepoint]]s.
 
* A Red team should not rely on [[Sniper]]s 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 [[Ambushing|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 ==
 
== Class-specific strategy ==
 
=== {{class link|Scout}} ===
 
=== {{class link|Scout}} ===
==== Offense ====
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* Sneaking through the Side Building will allow you to get behind the Cliffs.
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* The middle control point is fast to capture and can easily turn the tide of the battle. When the enemy team is pushing, try to sneak by and capture the point.
* By reaching the Rocks.inc, you will be able to flank behind the Warehouse and subsequently its defenders.
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* Make use of alternative routes to flank the enemy team.
* 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
 
  
 
=== {{class link|Soldier}} ===
 
=== {{class link|Soldier}} ===
==== Offense ====
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* It is important that you contest the Cliff position immediately after exiting the spawn, due to its immense [[High ground advantage]].
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* Try to rocket jump through the team side windows. You can quickly get the drop on enemy Snipers harassing your team.
** You can do this by utilizing your [[Rocket jump]] ability.
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* There are many chokepoints throughout the map. Spamming rockets to keep the enemy team at bay can help your team regroup and strategize.
* 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 Gun]]s found on the last control point, it is advised to use the [[Direct Hit]].
 
** The [[Battalion's Backup]] is also useful in this case.
 
* 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 [[Sniper]]s.
 
* 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 [[Banner]]s 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]].
 
  
 
=== {{class link|Pyro}} ===
 
=== {{class link|Pyro}} ===
==== Offense ====
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* Since the Blu team starts out in the low ground, [[Compression Blast]] will be needed in order to protect against incoming Red [[Projectiles]].
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* Use your [[airblast]] to keep the enemy team off the middle control point. Try to push them into the moat to slow them down.
* Using the [[Powerjack]], a Pyro can swiftly flank through the Side Building and reach the Cliff's Rocks.inc.
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* A [[Phlogistinator]] can be deadly in confined spaces. Team up with a fully charged [[Medic]] and wipe out their team!
* Due to a common [[Sentry Gun|Sentry]] position, it is advised against going directly in the B Hut. However, a simple [[ÜberCharge]] can solve this problem.
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* Equip the [[Homewrecker]] and become your Engineer's best friend. Keeping his sentry nest and teleporter up will help your team win the round.
* It is possible to sneak up to the Red's final spawn from its left side, from which you can spam [[Flare Gun (disambiguation)|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 [[Spy|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.
 
  
 
=== {{class link|Demoman}} ===
 
=== {{class link|Demoman}} ===
==== Offense ====
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* Use the arc of your projectiles in order to shower the Cliff in grenades.
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* Many of the corridors are narrow, so use your [[Grenade Launcher]] when possible.
* 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.
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* Get sticky traps on the control points whenever possible. As the map only has three points they can be captured fast.
* Approaching the B hut from its left side will give you a good angle on the [[Sentry Gun]]s within it.
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* The [[Iron Bomber]] can be useful for dealing big damage and chip damage against enemy teams, especially with the lack of roll on grenades. Use it like you would the [[Stickybomb Launcher]] with deadly results!
** 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 [[Engineer]]s love to setup a Teleporter exit in the Gated Shortcut, whose gates you can then sticky trap.
 
* Although this map does not contain many [[Chokepoint]]s, 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.
 
  
 
=== {{class link|Heavy}} ===
 
=== {{class link|Heavy}} ===
==== Offense ====
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* It is of upmost importance that you provide suppressive fire to fellow attackers attempting to seize the Cliffs.
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* In close firefights, use yourself as a tank to help your team push forward.
* Although [[Sniper]]s are not much of a threat on this map, they can still be lethal on the first control point, which is quite open.
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* As a Heavy, you're a great Medic buddy. Keep him alive and feed him sandviches when he's weak.
* 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 [https://en.wikipedia.org/wiki/Rearguard 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.
 
  
 
=== {{class link|Engineer}} ===
 
=== {{class link|Engineer}} ===
==== Offense ====
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* Setting up a Sentry nest in the Side Building will allow it to support Blu teammates attacking Point A.
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* The last control points have plenty of spots to cover with your Sentry Gun. Set your sights to defend the point as much as possible.
* Remember to replace your [[Teleporters|Teleporter]] Entrance after the first point is captured.
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* There are plenty of rooms to hide a Teleporter Exit in. Look for an area that is not getting much action.
* The Triangular House serves as good construction grounds for a Sentry nest on Control point B.
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* Teleporters win games. Make sure you've got a teleporter up and running at all times. Every second shaved off for getting your teammates to the battlefield is crucial.  
* Once again, due to the changing spawns, make sure to replace your (now) old Teleporter Entrance after Point B is secured.
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* A Eureka Effect loadout can be very powerful on this map.
* 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.
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* Because of the space between mid and last, incremental territorial gains will be key. Be sure to keep your engie nest moved to keep pace with your team.
==== 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.
 
  
 
=== {{class link|Medic}} ===
 
=== {{class link|Medic}} ===
==== Offense ====
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* Unlike on some other maps, an [[ÜberCharge]] is not required to safely exit the spawn, so save it for later.
+
* Like most other maps, your survival is crucial to the team's survival. Pocket your team's top players to stay alive and lead your team to victory.  
* [[Overheal]]ing friendly [[Soldier]]s will allow them to safely rocket jump onto the Cliffs.
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* Use your microphone and help coordinate your team. Let them know what your Uber percentage is and when enemies are converging on your team.
* By sneaking an ÜberCharge through the Rocks.inc, you will effectively cut of the Red team's escape route from Point A.
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* Assist the team in pushing for the middle control point. That point is going to be the main area for fights, and your healing can make the difference between victory or defeat.
* 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.
+
* Assist in the main push for the final control point. There are lots of tight corners where teammates can get heavily damaged.
* 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 ====
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* Exiting through the right most spawn exit will bring you to a small, slightly elevated wooden platform.
+
* There's a windowed room on the upper floors of each team side that gives you a complete view of the middle control point area. Use it when possible to prevent captures and to protect your team. However, be aware of enemy Spies who can easily sneak past your team using the many flank routes.
* 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}} ===
==== Offense ====
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* After infiltrating through the Side Building, you can either proceed to the Rocks.inc in order to get behind Red [[Engineer]]s, or move up behind the Cliffs.
+
* Sentry nests can be tricky to bust on this map for the other classes. Try to help your team by destroying the Engineer's nest.
* Be careful when sneaking through the Valley, since it often becomes a battlefield between the two teams.
+
* Teleporters win games. If you find your team stuck defending your last point, go behind enemy lines and take out their teleporter entrance. Your team will thank you.
* Red [[Sniper]]s usually like to sit in a predictable position, that being the B Hut's roof.
 
* There are a couple of underground callers directly below the B Hut, in which you can safely hide, refit and heal up without being interrupted.
 
* The [[Your Eternal Reward]] is immensely useful on the last control point, which often becomes riddled with [[Sentry Gun|Sentries]].
 
==== Defense ====
 
* Since there is not much [[Ammo]] present around Point A, it is advised to use the [[L'Etranger]] when traversing it.
 
* Equipping the [[Cloak and Dagger]] allows you to indefinitely sit on top of the Valley's central rock.
 
* You can sneakily position yourself below the Water Tower and wait for attackers to fall right into your hands. This works even when uncloaked.
 
* Blu Engineers like to setup their Teleporter exits in the Gated Shortcut, something which a Red member can access only from the Side Buildings.
 
* In general, it is good practice to stick to the right side of Point C, since the Point itself is slightly to the left, meaning that Blu will not be looking to the right as much.
 
  
 
{{Map strategy}}
 
{{Map strategy}}

Revision as of 20:41, 26 January 2022

Lolimsogreat21
Cp powerhouse.png
Basic Information
Developer(s): {{{map-developer}}}
Map Info
Environment: Industrial
Setting: Daylight, sunny

This article is about Community Powerhouse strategy.

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

General strategy

  • As this map has three control points instead of five, capturing goes a lot faster. Make sure that the middle control point is protected or else the battle can easily swing in the opposite direction.
  • This map has many different paths you can take. If one doesn't work, use another.
  • Due to the nature and layout of the map, it's very common for a prolonged stalemate to occur. Be sure to keep an eye on your team's class balance so you're not unbalanced.
  • Because of Powerhouse's stalematey nature, actual coordination will be needed. Don't be afraid to hop on the mic and help direct play. The best team falls apart without communication.

Class-specific strategy

Leaderboard class scout.png Scout

  • The middle control point is fast to capture and can easily turn the tide of the battle. When the enemy team is pushing, try to sneak by and capture the point.
  • Make use of alternative routes to flank the enemy team.

Leaderboard class soldier.png Soldier

  • Try to rocket jump through the team side windows. You can quickly get the drop on enemy Snipers harassing your team.
  • There are many chokepoints throughout the map. Spamming rockets to keep the enemy team at bay can help your team regroup and strategize.

Leaderboard class pyro.png Pyro

  • Use your airblast to keep the enemy team off the middle control point. Try to push them into the moat to slow them down.
  • A Phlogistinator can be deadly in confined spaces. Team up with a fully charged Medic and wipe out their team!
  • Equip the Homewrecker and become your Engineer's best friend. Keeping his sentry nest and teleporter up will help your team win the round.

Leaderboard class demoman.png Demoman

  • Many of the corridors are narrow, so use your Grenade Launcher when possible.
  • Get sticky traps on the control points whenever possible. As the map only has three points they can be captured fast.
  • The Iron Bomber can be useful for dealing big damage and chip damage against enemy teams, especially with the lack of roll on grenades. Use it like you would the Stickybomb Launcher with deadly results!

Leaderboard class heavy.png Heavy

  • In close firefights, use yourself as a tank to help your team push forward.
  • As a Heavy, you're a great Medic buddy. Keep him alive and feed him sandviches when he's weak.

Leaderboard class engineer.png Engineer

  • The last control points have plenty of spots to cover with your Sentry Gun. Set your sights to defend the point as much as possible.
  • There are plenty of rooms to hide a Teleporter Exit in. Look for an area that is not getting much action.
  • Teleporters win games. Make sure you've got a teleporter up and running at all times. Every second shaved off for getting your teammates to the battlefield is crucial.
  • A Eureka Effect loadout can be very powerful on this map.
  • Because of the space between mid and last, incremental territorial gains will be key. Be sure to keep your engie nest moved to keep pace with your team.

Leaderboard class medic.png Medic

  • Like most other maps, your survival is crucial to the team's survival. Pocket your team's top players to stay alive and lead your team to victory.
  • Use your microphone and help coordinate your team. Let them know what your Uber percentage is and when enemies are converging on your team.
  • Assist the team in pushing for the middle control point. That point is going to be the main area for fights, and your healing can make the difference between victory or defeat.
  • Assist in the main push for the final control point. There are lots of tight corners where teammates can get heavily damaged.

Leaderboard class sniper.png Sniper

  • There's a windowed room on the upper floors of each team side that gives you a complete view of the middle control point area. Use it when possible to prevent captures and to protect your team. However, be aware of enemy Spies who can easily sneak past your team using the many flank routes.

Leaderboard class spy.png Spy

  • Sentry nests can be tricky to bust on this map for the other classes. Try to help your team by destroying the Engineer's nest.
  • Teleporters win games. If you find your team stuck defending your last point, go behind enemy lines and take out their teleporter entrance. Your team will thank you.