Difference between revisions of "Community Territorial Control strategy"

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=== {{class link|Scout}} ===
 
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* Because gameplay is like Control Points, Scouts are theoretically as useful when non-base territories are being contested as they are in Control Points. This is not very observable in Hydro, the only Territorial Control map so far, since it is a rather cramped map - however, this may change if more Territorial Control maps are released.
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* As with any control point-centric game mode, Scouts are valued for their superior mobility and capture rate, so don't be afraid to roll out with your teammates and get to the point.
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* It also follows that Scouts are far better in Offense than Defense. As such, if you have to defend, pick another class, but if you're attacking, Scout is a decent choice.
  
 
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=== {{class link|Soldier}} ===

Revision as of 13:06, 28 November 2011

This article is about Community Territrorial Control strategy.

General strategy

Territorial Control combines Control Points gameplay with Attack/Defend elements. As such, strategies for Territorial Control are somewhat similar. However, compared to standard Control Points, Territorial Control is much faster because only one point per team is in play rather than 5. Therefore, thought has to be given to both offense and defense.

  • Since the control points belonging to both sides are both in play at the same time, it is possible for both RED and BLU to attempt to capture each other's point simultaneously. When this happens, whoever captures faster won't just lock the other team out of capturing, like in standard Control Points, they'll also win the mini-round.
  • This also means that it's inadvisable to have all teammates push simultaneously, since this creates the possibility of backcaps with Scouts or Spies. Territorial Control, more than any other game mode, emphasises a good balance between offense and defense.
  • For the non-base territories, other than the increased necessity of defense, standard Control Points strategy still applies.
  • For the base territories, while game mode may seem similar to Attack/Defend, it's really much more like King of the Hill, with the sole difference that you cannot allow the opposing team to capture the control point at all.
  • Because of the faster play structure, where only 2 control points are in play for 8 minutes, as compared to Control Points where time controls are much longer, classes which need setup time like Engineers or Medics are at a disadvantage, especially since there is no setup time. Spies are also less useful because there is less time for them to set up and prepare, but not to the extent of Arena. Be prepared to withstand heavy attacking pressure when down to only your base territory, as these classes will have almost no opportunity to bring their full power to bear at first.

Class-specific strategy

Leaderboard class scout.png Scout

  • Because gameplay is like Control Points, Scouts are theoretically as useful when non-base territories are being contested as they are in Control Points. This is not very observable in Hydro, the only Territorial Control map so far, since it is a rather cramped map - however, this may change if more Territorial Control maps are released.
  • As with any control point-centric game mode, Scouts are valued for their superior mobility and capture rate, so don't be afraid to roll out with your teammates and get to the point.
  • It also follows that Scouts are far better in Offense than Defense. As such, if you have to defend, pick another class, but if you're attacking, Scout is a decent choice.

Leaderboard class soldier.png Soldier

Leaderboard class pyro.png Pyro

Leaderboard class demoman.png Demoman

Leaderboard class heavy.png Heavy

Leaderboard class engineer.png Engineer

Leaderboard class medic.png Medic

Leaderboard class sniper.png Sniper

Leaderboard class spy.png Spy