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{{Community strategy stub|Expand the "General strategy" section to cover map locations in more detail.}}
 
{{hatnote|It is recommended to read the main [[Barnblitz]] article first to become familiar with the names of key map locations used in this article.}}
 
{{Map infobox
 
| map-strategy              = yes
 
  | game-type                = Payload
 
  | map-image                = Barnblitz.PNG
 
  | file-name                = pl_barnblitz
 
  | map-environment          = Alpine
 
  | map-setting              = Daylight, Snowy
 
  | map-pyrovision            = Yes
 
  | map-health-pickups-small  = 8
 
  | map-health-pickups-medium = 6
 
  | map-health-pickups-large  = 2
 
  | map-ammo-pickups-small    = 1
 
  | map-ammo-pickups-medium  = 5
 
  | map-ammo-pickups-large    = 9
 
  | map-bots                  = 1
 
}}
 
  
This article is about '''Community Barnblitz strategy'''.
 
 
==General strategy==
 
===Offense===
 
====Checkpoint A====
 
* The first location an offensive team has to capture would be Attacker's yard, an important position leading up to the first checkpoint.
 
* With the Attacker's yard secured, the Blu team should split in two. One half should head towards the Approach, while the other one climbs up the Left Shed and attempts to clear out the Platform adjacent to it.
 
* After everything is set, the two halves can finally begin a coordinated attack on the final resting place of checkpoint A, attacking from multiple directions simultaneously. This will hopefully result in the crumbling of the Red defenses, and the Blu getting a hold of the checkpoint in question.
 
 
====Checkpoint B====
 
* On their journey to the next point, Blu members will encounter the Defender's yard, which should be relatively easy to capture by utilizing the [[High ground advantage|Height advantage]] provided by the Platform.
 
* Once the Cart successfully passes the entrance, the attackers should expect a tough defense ahead, since they will be at a severe height advantage compared to the defenders inside the Upper Level.
 
* In order to take down this Red position, it is heavily recommended to utilize the Dropdown, through which a Blu [[Medic]], with an [[ÜberCharge]], can sneak up to the aforementioned Upper level and attempt a surprise attack on the [[Sentry Gun|Sentry]] nests found there.
 
 
====Checkpoint C====
 
* After the previous point is captured, Attackers should switch their attention over to the House, a large building complex up on the map's left side.
 
* This position is crucial, as it offers clear overview of the entire area around checkpoint C and can be used as a forward Sentry nest by Blu [[Engineer]]s
 
* To access it, regular Blu members will need to go through the House entrance and make their way up to the Second Story, while [[Soldier]]s and [[Demoman|Demomen]] can simply [[Rocket jump]] their way onto the Roof.
 
* Once everyone is in position, the offensive team should launch a massive attack aimed against the House's Third floor, which is usually the main holding ground for Red defenders.
 
 
====Checkpoint D====
 
* There are three entrances which lead up to the final point and are at the attacking teams disposal. They are: Main Entrance, Left entrance and the Right entrance.
 
* The Main entrance is arguably the worst one among the three, as it is effectively a hard-to-traverse [[Chokepoint|chokepoint]] which doesn't lead to any advantageous position.
 
* The Left entrance is compromised of a set of stairs which grant access to a small platform overviewing the area around checkpoint C. This position can be used to spam out the common Sentry nests from a far, but be aware of the Red members who also have immediate access to said platform.
 
* The Right entrance is in many ways similar to the left one, as it also leads to an elevated location overlooking the entirety of point C. Only difference being that it is a bit more further away and Red members, except Soldiers, Scouts and Demomen, don't have immediate access to it. This position is also a great place to Über out of, since an Übered pair can simply jump out of the window and land practically right on top of the defenders. 
 
 
===Defense===
 
====Checkpoint A====
 
* On this checkpoint, the Red team needs to be ready for a swift withdrawal, since losing the control over the Defender's yard is very easy. Primarily duo to the three Blu spawn exits which lead out to it.
 
* Instead, the defenders should focus their efforts over to the Platform and the Left Shed, as they are offer vital height advantage and are much more easier to defend.
 
 
====Checkpoint B====
 
* The Red team's position of choice here should be quit obvious, it's clearly the Upper Level. The high ground that particular location provides is simply invaluable, while the abundance of [[Health|health]] and [[Ammo|ammo]] packs found on it makes for an excellent holding position.
 
* Only major threat which the Upper Level needs to worry would a Blu ÜberCharge coming from the Dropdown, which can potentially sneak up to the Red members occupying the aforementioned position and quickly take them out.
 
* If the Upper level is captured, the Red team can default back to a position just after the checkpoint, from which they can hopefully delay its capture a bit longer.
 
 
====Checkpoint C====
 
* There are two locations the defenders should occupy, if they wish to successfully protect the checkpoint C.
 
* First one of them is House, which once again, grants significant height advantage to anyone standing in it, and is a relatively comfortable sentry spot. It is also an excellent Teleporter spot.
 
* The second position is just opposite the House, where a medium health pack resides. This location can be used to more directly control the cart and its path, as well as to protect the House's entrance which is otherwise available to the Blu.
 
 
====Checkpoint D====
 
* Defending the final point is all about protecting the three entrances which lead up to it. If this can be accomplished, then there'll be now way for Blu to capture checkpoint D.
 
* First entrance through which the attackers are likey to attempt a breakthrough is the middle one. Since this route is in fact a chokepoint, defending it should be quite easy, as all that you need is a couple of Soldiers and Demomen to constantly spam down it and render it unpassable.
 
* Once the enemy realises that they can't just simply steamroll their way through the most direct path, they'll seek out other options instead, one of them being the Right entrance. This particular route is quit important, as it leads out to a platform overlooking the entire final area. Due to this, it would be a good idea to have a [[Heavy]] or a [[Pyro]] located up there, just to ensure that the aforementioned platform doesn't fall to wrong hands.
 
* Last entrance which needs to be covered is the left one. This is arguably the hardest entry way for the Red team to protect, since it grants the attackers yet another powerfull position overviewing a large portion of the Cart, while also not being ascesible to many Red members. Only way to defend it is to have a Soldier, Demoman or a Scout use their improved mobility to get to that position and camp it out, preferibly with a [[Quick-Fix]] Medic by their side.
 
 
==Class-specific strategy==
 
==={{Class link|Scout}}===
 
====Offense====
 
'''Checkpoint A'''
 
* Due to the open nature of the Attacker's yard, you should be able to play very aggressively on this checkpoint and have quit a lot of freedom. This fact is further reinforced by the relatively low number of [[Sentry Gun]]s you'll encounter, allowing you to play even more freely.
 
* If that isn't enough, you can also quickly reach of the Platform by flanking around it via the Left Shed, opening up an opportunity to swiftly take out the bulk of Red defenses stationed up there.
 
* Once the Platform is cleared out, you should position yourself inside the Defender's Yard, where you can pick off enemies retreating back from the checkpoint A.
 
 
'''Checkpoint B'''
 
* Before the Red team manages to setup a proper defense, you should quickly dash up to the Upper level and occupy it. Doing this will allow you to control this vital location, and deny the defenders from making use out of it.
 
* If, however, you aren't able to accomplish this task, you should then retreat back and take up a more supportive role, as there isn't much you can do on this checkpoint with the Upper level in Red hands. Just contribute small chip damage from a far and attempt different hit'n'run tactics whenever you can, while letting your team's bulkier classes do the "heavy lifting" instead.
 
 
'''Checkpoint C'''
 
* Your best move on this checkpoint would be to flank around the Red team through the House in order to reach a more advantageous position.
 
* Since the House's Third story is often occupied by hostile Sentry Guns, you should avoid it and limit yourself to only the Second story, from which you can exit onto the Roof.
 
* At this point, you can either go even deeper inside the Red's backline by flanking through the Left entrance and reaching the final point, or attack the enemies defending this checkpoint from a side.
 
 
'''Checkpoint D'''
 
* Unfortunately, there won't be much you can do on this checkpoint due to the large amount of Sentry Guns covering every possible corner, severely restricting your movement.
 
* Because of this, it's recommended that you fall back and help out your team in eliminating those Sentries, either by distracting them with [[Bonk! Atomic Punch]], or by contributing chip damage from a far.
 
* Once the coast is clear, you should be able to run in and take advantage of the final checkpoint's open area filled with many obstacles to jump on, allowing you to easily dominate anyone you encounter.
 
 
====Defense====
 
'''Checkpoint A'''
 
* Just like your Blu counter part, you should make great use of the Attacker's yard, where your incredible mobility can come into play. In addition, you can hide out inside the Left Shed, patiently waiting for the Blu cart to go by, before suddenly emerging and surprising its pushers.
 
* When the enemy pushes up to the Approach and threatens to capture the point, you can use the Platform to quickly flank around the Attackers and attack them from their left side, hopefully causing a big enough distraction for your team to retake lost land.
 
* There is also a small shed within the area of Approach, in which you can hide and wait for a high value target to pass by, that usually being the Medic.
 
 
'''Checkpoint B'''
 
 
'''Checkpoint C'''
 
 
'''Checkpoint D'''
 
 
==={{Class link|Soldier}}===
 
*Your ability to rocket jump can make very effective use of the maps high points, allowing you to get to an important position quickly, and even rain rockets on the opposing team.
 
*When attacking, the enemy Engineers will set up buildings in places such as the corner of buildings, since players tend to gather around these buildings, use your Rocket Launcher's splash damage to inflict wide-spread harm.
 
*The map's tight areas will help you greatly, as enemies will have no ability to dodge your rockets.
 
*Stay alert, your large battle presence and high damage output will make you priority, and attacks can come from any direction on Barnblitz.
 
*On defense, helping a friendly Engineer hold a point could be very helpful, as Demomen and Soldiers can attack a Sentry Gun outside of its range.
 
 
====Offense====
 
'''Checkpoint A'''
 
 
'''Checkpoint B'''
 
 
'''Checkpoint C'''
 
 
'''Checkpoint D'''
 
 
====Defense====
 
'''Checkpoint A'''
 
 
'''Checkpoint B'''
 
 
'''Checkpoint C'''
 
 
'''Checkpoint D'''
 
 
==={{Class link|Pyro}}===
 
*The maps choke points and closed-in areas are a great advantage to you, as you can set up ambushes and contain enemies very well.
 
*Using the elevated areas as a Pyro could prove effective, you can use your airblast to reflect incoming fire, deter enemies, as even jump down into the fight to cause damage and chaos.
 
*Using the map's varying routes, you can often show up behind an enemy team, surprising them, dealing damage, and causing them to loose focus on the objective for some time.
 
*Engineer buildings are crucial on Barnblitz, use your airblast to reflect incoming enemy projectiles and protect the Sentry Gun.
 
*Often times in the wide open areas of the map, players will gather around a Medic or another common point, use this to your advantage to cause wide-spread fire damage.
 
 
====Offense====
 
'''Checkpoint A'''
 
 
'''Checkpoint B'''
 
 
'''Checkpoint C'''
 
 
'''Checkpoint D'''
 
 
====Defense====
 
'''Checkpoint A'''
 
 
'''Checkpoint B'''
 
 
'''Checkpoint C'''
 
 
'''Checkpoint D'''
 
 
==={{Class link|Demoman}}===
 
*As with many Payload maps, setting sticky-bomb tracks along the tracks is a very good idea.
 
*The map has many buildings, tight areas, and blind corners that you can use to create highly effective sticky-bomb traps.
 
*Using the many elevated points on the map, a Demoman can lob grenades down onto enemy teams and cause a large amount of damage.
 
*Some health packs and ammo pick-ups are used very often, take advantage of this and set a sticky-bomb trap around them to surprise enemies.
 
*Some walls and obstacles on Barnblitz will not fully block the explosion of a sticky-bomb, place traps on one side of these obstacles to create unseeable traps that still cause a lot of damage
 
 
====Offense====
 
'''Checkpoint A'''
 
 
'''Checkpoint B'''
 
 
'''Checkpoint C'''
 
 
'''Checkpoint D'''
 
 
====Defense====
 
'''Checkpoint A'''
 
 
'''Checkpoint B'''
 
 
'''Checkpoint C'''
 
 
'''Checkpoint D'''
 
 
==={{Class link|Heavy}}===
 
*As with many of the Payload maps, staying with the cart as a Heavy is very effective, as you can remain pushing by taking prolonged damage and regenerating health and ammo from the cart.
 
*A Heavy ambush is a very powerful tactic, make good use of the map's many corners and buildings to give your enemies a surprise as they enter a room or come down a path.
 
*There are a few paths in Barnblitz that most players tend to take quite often, occupying these routes can cut them off from their objectives while your team is able to push through.
 
*On defense, during a large-scale push, it could be helpful to defend a friendly Sentry Gun, adding on to its firepower with your own and absorbing some of the damage.
 
*Using some of the map's varying paths, you can easily show up behind an enemy team, your high damage output and health pool will make you a formidable force, while weaker classes will scramble for cover.
 
*It could be very useful to push farther up the map, as either team on offense or defense have a very small and enclosed spawn area, making it easier to trap them
 
 
====Offense====
 
'''Checkpoint A'''
 
 
'''Checkpoint B'''
 
 
'''Checkpoint C'''
 
 
'''Checkpoint D'''
 
 
====Defense====
 
'''Checkpoint A'''
 
 
'''Checkpoint B'''
 
 
'''Checkpoint C'''
 
 
'''Checkpoint D'''
 
 
==={{Class link|Engineer}}===
 
*Engineers are very effective on Barnblitz, making use of the map's enclosed spaces and rooms can really help as enemies will sometimes not be able to see a Sentry Gun before it begins to fire on them.
 
*Placing Sentry Guns beside the track can really help, as enemies will have to take them down before advancing.
 
*Taking advantage of the elevated areas in Barnblitz by placing Sentry Gun high up can be very useful, as the Sentry Guns will fire on enemies will perfect accuracy, while the opposition are struggling to hit it.
 
*Placing mini-Sentry Guns can be very effective, as they can harass enemies in the open areas of the map, while providing damaging ambushes in its tight hallways and choke-points.
 
*Being unorthodox on Barnblitz is very effective, due to the fact that there are many diverging paths, you can make good use of them by placing Sentry Guns in useful but unexpected places.
 
 
====Offense====
 
'''Checkpoint A'''
 
 
'''Checkpoint B'''
 
 
'''Checkpoint C'''
 
 
'''Checkpoint D'''
 
 
====Defense====
 
'''Checkpoint A'''
 
 
'''Checkpoint B'''
 
 
'''Checkpoint C'''
 
 
'''Checkpoint D'''
 
 
==={{Class link|Medic}}===
 
*Above all, stay alert, as a Medic your a high priority and an important asset to your team, be expecting attacks from every direction on Barnblitz.
 
*Although it is important for you to provide support on and around the cart, other who are not getting health regen from pushing may need healing more than those who are on the objective.
 
*When pushing up with a group try to give everyone around you an overheal, it will take a while for your allies health to return to normal and it could keep them alive while you focus on more important target.
 
*Avoid being caught alone in open areas and closed in rooms or hallways, Snipers can make quick work of you out in the open, and Spies can hunt you down through the hallways.
 
*Always stick with another player, as a Medic you have low combat capabilities, by staying with another player such as a Soldier or Heavy, he can protect you and you in turn can heal him.
 
 
====Offense====
 
'''Checkpoint A'''
 
 
'''Checkpoint B'''
 
 
'''Checkpoint C'''
 
 
'''Checkpoint D'''
 
 
====Defense====
 
'''Checkpoint A'''
 
 
'''Checkpoint B'''
 
 
'''Checkpoint C'''
 
 
'''Checkpoint D'''
 
 
==={{Class link|Sniper}}===
 
*With a combination of wide open spaces and cramped choke points, a Sniper can not only get a clear view of everything that is going on, but can predict where people will be showing themselves.
 
*Use the varied buildings and elevations to give yourself an edge by hiding from view, and finding a good position where you can get a good scope of everyone on the battlefield.
 
*As with many Payload maps, it is good to stay in a position where you have a clear line of sight on the cart and those pushing it, players pushing the cart often move slow and are unaware of players in the distance, a perfect target.
 
*Keep a sharp eye out for enemy Spies, they can be especially deadly on Barnblitz due to the varied terrains and great hiding places.
 
*Positioning yourself around a sentry nest could prove to be a good move, as the Sentry Gun will give you added protection while you take out enemies out of its range.
 
 
====Offense====
 
'''Checkpoint A'''
 
 
'''Checkpoint B'''
 
 
'''Checkpoint C'''
 
 
'''Checkpoint D'''
 
 
====Defense====
 
'''Checkpoint A'''
 
 
'''Checkpoint B'''
 
 
'''Checkpoint C'''
 
 
'''Checkpoint D'''
 
 
==={{Class link|Spy}}===
 
*Use the map's varied elevations and many side paths and buildings to not only come from unexpected places, but to also escape danger.
 
*Taking out defending sentry nests is crucial to winning the game, as a Spy these should be one of your top priorities as they can hold your team back with ease.
 
*As with many Payload maps, people usually congregate around the cart and are focused on what is ahead, use this to make easy backstabs on offenders.
 
*Along the Payload cart tracks, there are many buildings and side passages, use these to wait until a good moment to attack.
 
*The elevated areas on Barnblitz can give you a very good view of the battlefield, use these positions to relay information to your team and pick off enemies with low health.
 
 
====Offense====
 
'''Checkpoint A'''
 
 
'''Checkpoint B'''
 
 
'''Checkpoint C'''
 
 
'''Checkpoint D'''
 
 
====Defense====
 
'''Checkpoint A'''
 
 
'''Checkpoint B'''
 
 
'''Checkpoint C'''
 
 
'''Checkpoint D'''
 
 
{{Map strategy}}
 

Latest revision as of 10:58, 19 February 2022