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{{Community strategy stub|All we need to do is complete the Offense and Defense sections. Help needed!}}
 
  
{{Map infobox
 
  | map-strategy              = yes
 
  | game-type                = Payload
 
  | file-name                = pl_pier
 
  | map-image                = Pl pier.png
 
  | release-date              = December 3, 2020
 
  | last-updated              = January 8, 2021
 
  | 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          = Beach, Commercial, Park, Ports
 
  | map-setting              = Nighttime/Island Town
 
  | map-deep-water = Yes
 
  | map-health-pickups-small  = 13
 
  | map-health-pickups-medium = 14
 
  | map-health-pickups-large  = 1
 
  | map-ammo-pickups-small    = 2
 
  | map-ammo-pickups-medium  = 17
 
  | map-ammo-pickups-large    = 10
 
  | map-bots                  = yes
 
 
}}
 
 
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.
 
 
{{TOC limit|3}}
 
 
== 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 (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'''
 
 
== 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 [[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.
 
 
== 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 ==
 
 
=== {{class link | Scout}} ===
 
====Offense====
 
* 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.
 
* 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.
 
** Doing this will lead you to the Minivan parking space, from which you can easily access Red team's backline.
 
* 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.
 
** The only section you should avoid would be the Bourbon street, which is commonly filled with Red Sentry Guns.
 
* Once Checkpoint B is captured, an overhead flank route near the Red Carpet building will open up.
 
* 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.
 
** 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.
 
* 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.
 
* There is a small dropdown on the left side of the Hallway, which can be utilized for flanking opportunities.
 
 
====Defense====
 
* 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]].
 
* Enemies traversing through the Cliff's tunnel are susceptible to the [[Mad Milk]]'s area of effect.
 
* Use the Canal for sneakily navigating around the Cart when on checkpoint B.
 
** 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.
 
* 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.
 
* The Docks are excellent for sneaking past the Blu's frontline, especially if you are using the Baby Face's Blaster.
 
* 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.
 
* Try to focus down enemy Snipers when defending checkpoint D, as they are a big threat to your fellow teammates.
 
** You can make use of the Sandy beaches for the purposes of quickly flanking around.
 
 
=== {{class link | Soldier}} ===
 
====Offense====
 
* As a Blu member, your first task should be to take over the Cliff, due to its immense [[High ground advantage]].
 
** However, keep in mind that [[Rocket jump]]ing up to the Cliff while there are [[Sentry Gun]]s on it can be dangerous.
 
* You can safely bombard Red positions on checkpoint B from the Red Carpet building.
 
* The Wine Cellar is the perfect environment for the [[Direct Hit]].
 
* Try to generally avoid open areas such as the Sandy Beach, where enemy Scouts can easily dodge your rockets.
 
* 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.
 
* Pushing through the Warehouse is best done with the help of the [[Battalion's Backup]].
 
* The best way to take over checkpoint D is to secure the Barn's roof, which grants you a powerful overview of the checkpoint.
 
* Red Sentry Guns on the final checkpoint will usually be facing towards the Hallway, opening them up for an attack from the Shooting range.
 
====Defense====
 
* Take up a position on the Cliff, but bewary of Blu Soldiers which will try to take it from you.
 
* 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.
 
* Controling the Red Carpet building, whose cramped environment is ideal for you, is vital to Red's success.
 
* It is possible to rocket jump through the dropdown in the Hallway's left side, thus surpising enemy flankers.
 
 
=== {{class link | Pyro}} ===
 
====Offense====
 
* [[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.
 
* Use your [[Airblast]] to deny enemy [[Soldiers]] from bombarding the attackers from the Cliff.
 
** The Cliff itself can be cleared out by asking a [[Medic]] for an [[ÜberCharge]] before pushing through the Caves and onto the Cliff.
 
* The French Quarter of Pier has many significant height variations. Use them to either ambush your opponents from above or below.
 
** Conversely, this opens up an opportunity for movement-enhancing weapons, such as the [[Detonator]] or the [[Thermal Thruster]], to shine.
 
* 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.
 
* 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.
 
* Due to an increased threat from [[Sniper]]s on the relatively open Venice Beach, the [[Scorch Shot]]'s use is fully legitimate.
 
====Defense====
 
* The Tunnel on point A is one of the few [[Chokepoint]]s on Pier where the [[Phlogistinator]] can adequately perform.
 
* 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.
 
* The many flanking opportunities in Pier offer rewards for using the [[Backburner]].
 
** 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.
 
* 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.
 
 
=== {{class link | Demoman}} ===
 
====Offense====
 
* 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.
 
** Subsequently turning your [[High ground advantage|height disadvantage]] into an advantage.
 
* Once the Cliff has been captured, you can utilize it as platform from which to launch Stickybombs onto the retreating defenders.
 
* 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.
 
* [[Sticky jump]]ing up to the Warehouse's left most entrance will grant you another angle on the Red's defensive positions.
 
* 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.
 
** Consequently, this abundance of flank routes also makes [[Glossary of player terms#Demoknight|Demoknight]] a viable playstyle.
 
* By Sticky jumping onto the Barn, you will find yourself in a prime position for obliterating the Red defenses on checkpoint D.
 
===Defense====
 
* 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.
 
** The entire area of checkpoint D is a good example of where the Map really widens out and becomes spacious.
 
* Unlike on other payload maps, there are not a lot of [[Chokepoint]]s present on Pier for you to spam out.
 
** The only ones which can be considered as chokepoints are: Tunnel, Warehouse, Kitchen and Hallway.
 
* Long-ranged weaponry, such as the [[Loch-N-Load]] or the [[Quickiebomb Launcher]], performs exceptionally well on checkpoint D.
 
 
=== {{class link | heavy}} ===
 
====Offense====
 
====Defense====
 
* 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.
 
 
=== {{class link | Engineer}} ===
 
====Offense====
 
====Defense====
 
* 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.
 
 
=== {{class link | Medic}} ===
 
====Offense====
 
* When exiting your spawn, lookout for [[Spy|Spies]] camping above the [[Cart]], as well as for [[Sniper]]s looking at you from the Cliff.
 
* Clearing out the Cliff is a prerequisite to capturing the first checkpoint, so make sure to save up an [[ÜberCharge]].
 
** 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.
 
* Make use of the Bridge's stone rails in order to conceal yourself from enemy Snipers.
 
* While the Cart is making its circle around the Canal, you and another teammate should focus on clearing out the checkpoint B.
 
** This can be done by either Übering out of the Wine Cellar, or directly out of Red Carpet building.
 
* [[Overheal]]ing friendly [[Soldier]]s will allow them to [[Rocket Jump]] onto the Warehouse's left platform.
 
* Try to avoid the Sandy Beach on checkpoint D, since you will be easy prey to any Red [[Scout]]s flanking through there.
 
* The [[Crusader's Crossbow]] is useful when attempting to heal players on the other side of the Hallway.
 
* 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.
 
** Of course, under the assumption that the Sandy Beach has already been cleared out for you.
 
* Beware of enemy's Sniper sightlines when crossing between the two parts of the Hallway.
 
** 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.
 
====Defense====
 
* 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.
 
* 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.
 
** If things get really dire, you can throw yourself over the Bridge and escape your chasers that way.
 
* 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.
 
* 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.
 
* Expect enemies to start dropping down on your head when the second checkpoint gets captured. Making retreat a necessity.
 
* The [[Overdose]] is useful in quickly getting you out of the Warehouse's canal, if you happen to fall into it.
 
** It can also help you to quickly traverse the Sandy Beaches of checkpoint D.
 
* Sniper absolutely dominates on checkpoint D, so it is recommended to prioritize his well being at all times.
 
* When fighting in the Hallway, look out for flanking Reds emerging from behind of you.
 
 
=== {{class link | Sniper}} ===
 
====Offense====
 
====Defense====
 
* 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}} ===
 
====Offense====
 
====Defense====
 
* 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 Nav}}
 

Latest revision as of 10:58, 19 February 2022