Difference between revisions of "User:Lolimsogreat21/Sandbox1"

From Team Fortress Wiki
Jump to: navigation, search
({{class link|Demoman}})
(Moving day)
(Tag: Blanking)
 
(87 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{community strategy stub|Expand the "General strategy" section to cover map locations in more detail. Expand the mostly-empty class-specific strategies as well.}}
 
  
{{Map infobox
 
  | map-strategy                = yes
 
  | game-type                  = Payload
 
  | file-name                  = pl_rumble_event
 
  | map-image                  = Pl rumble event.png
 
  | release-date                = October 19, 2018
 
  | last-updated                = October 9, 2020
 
  | 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]
 
  | map-environment            = Halloween
 
  | map-setting                = Nighttime, overcast
 
  | 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-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-stamp-link              = https://steamcommunity.com/stats/TF2/leaderboards/3036450
 
  | map-deep-water              = No
 
  | map-health-pickups-small    = 8
 
  | map-health-pickups-medium  = 5
 
  | map-health-pickups-large    = 2
 
  | map-ammo-pickups-small      = 1
 
  | 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'''.
 
 
'''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.
 
 
{{TOC limit|3}}
 
 
== General strategy ==
 
{{See also|Community Payload strategy}}
 
{{See also|Community Skeletons strategy}}
 
''This Halloween map features [[pumpkin bomb]]s, [[Halloween pumpkin]]s, [[magic spells]], and the [[Ghost]]s; see [[Community Halloween maps strategy]].''
 
 
* General [[Community Payload strategy]] applies, but with the added complication of scheduled monster spawns.
 
* As disruptive as they can be, the infrequent monster spawns are generally a neutral factor.
 
* 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==
 
=== {{class link|Scout}} ===
 
====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}} ===
 
====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}} ===
 
* 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.
 
** 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.
 
 
=== {{class link|Demoman}} ===
 
====Offense====
 
* Charging up your stickies will allow them to be launched further away, an useful trait in the long, open areas of checkpoint A.
 
* Make use of your [[Projectiles]]' arching nature, 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 particularly handy in the tights spaces of Binski Logging Sawmill.
 
====Defense====
 
 
=== {{class link|Heavy}} ===
 
* Your Health and Lunchbox Items give you extended persistence in the Underworld Island.
 
** 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.
 
 
=== {{class link|Engineer}} ===
 
====Offense====
 
* 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}} ===
 
====Offense====
 
* Be careful when exiting your spawn on the first checkpoint, since there are numerous [[Sniper]] sightlines present.
 
** 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}} ===
 
====Offense====
 
* 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}} ===
 
==== Offense ====
 
* 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.
 
 
 
 
 
{{Map strategy}}
 
[[Category:Payload maps]]
 

Latest revision as of 10:58, 19 February 2022