Difference between revisions of "Map:ff dustbowl/cp1 area2 abovecap"
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=Command Point One, Looking out from the Command Point= | =Command Point One, Looking out from the Command Point= | ||
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+ | |caption = '''View from above Command Point One'''<br> Defensive SG positions (Red '''SG''') are shown, as well as the Command Point (Red '''X'''), and the most common offensive routes (Blue '''Arrows'''). Also shown is the Extraroute exit (Blue '''EX'''), Jump Points (Blue '''JP'''), and a good offensive Sniper position (Blue '''SN''') | ||
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Latest revision as of 01:38, 3 February 2008
Command Point One, Looking out from the Command Point
Dustbowl Valley Mapguide | ||
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[[../cp1_area1|←]] | [[../|Main Article]] | [[../cp1_area2|→]] |
Defenders
Defensivly, this can be hard to hold, especially if the Attackers have made a good, quick rush from the first area. Sentry Guns are often vital to hold this Command Point for a decent length of time, and as such, Spy defence is also important.
To give the team's Engineers time to prepare their sentry guns, much of the rest of the team should attempt to block the Attackers progress in the chokepoints for as long as is possible. If you have many Engineers on the team, some may wish to forego building their Sentry Guns near the Attackers Spawn in favour of making this area secure ahead of time.
Another major threat, once the Attackers are assaulting the Command Point directly, is from a Jump to Cap - often from the top of the buildings that house the chokepoint exits. Even if the jump is unsuccessful, if the flag is close to the cap, a Spy can easily run it before being taken down by a Sentry Gun. As with most AvD maps, the Command Point is often best "pipe trapped" by a Demoman in addition to any other defenses.
When the Extraroute opens, beware of Snipers hiding there, as well as Spies using it as a route to sneak in undetected.
Attackers
Speed is of the essence here, if you can run the flag into the area before the Defence is fully set up it can make this Command Point a lot easier to capture. Once it begins to get locked down, usually by Sentry Guns, then a Jump to Cap may be the best idea - you may not make it, but might get it into prime position for someone else to finish the job.
As the area is likely going to have 2+ Sentry Guns, a Spy or two will likely be very useful in this area (though too many Spies is most definitly a mistake, back them up with some heavier/faster classes). If you see an opening to sabotage a Sentry Gun, then by all means take it - but don't get "tunnel vision", a dead Sentry Gun is better than multiple failed sabotage atempts.
If your team chooses to walk the flag, then be prepared for a hard slog, and try to make a combined rush instead of all running to your death single-file. A Sniper providing cover from the extraroute can help immensly if this is your tactic.
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