Difference between revisions of "Community Ghost Fort strategy"
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* If a Sentry Gun is placed down, make sure it is [[Wrangler|wrangled]] at all times. A wrangled Sentry Gun can be manually fired when Merasmus is out of range, and it will enable the Engineer to choose his targets (namely Merasmus, and not the opposing team.) | * If a Sentry Gun is placed down, make sure it is [[Wrangler|wrangled]] at all times. A wrangled Sentry Gun can be manually fired when Merasmus is out of range, and it will enable the Engineer to choose his targets (namely Merasmus, and not the opposing team.) | ||
− | * The damage done by Sentry Guns is reduced | + | * The damage done by Sentry Guns is reduced by around -4 per round for the bullets, and thus they become fairly ineffective when it comes to damaging Merasmus. The [[Gunslinger]] is even less advisable to bring to the fight - it will likely cause more trouble to the enemy team than to the boss. |
* Dispensers placed down are important as the fight with Merasmus consumes lots of ammo that is not readily available when the center of the map gets crowded. Keeping your team healed and restocked ensures everyone can constantly deal damage. | * Dispensers placed down are important as the fight with Merasmus consumes lots of ammo that is not readily available when the center of the map gets crowded. Keeping your team healed and restocked ensures everyone can constantly deal damage. | ||
* Keep your Sentry out of Merasmus' range. He can destroy Sentry Guns in one hit and his magic attack has wide range. An ideal location is on top of the towers around the control point, which can be reached through Merasmus' low gravity spells or using the Sentry Gun's rockets with the Wrangler to jump to the towers. | * Keep your Sentry out of Merasmus' range. He can destroy Sentry Guns in one hit and his magic attack has wide range. An ideal location is on top of the towers around the control point, which can be reached through Merasmus' low gravity spells or using the Sentry Gun's rockets with the Wrangler to jump to the towers. |
Revision as of 10:38, 12 November 2012
This page lists community strategy related to the Halloween map Ghost Fort.
Contents
General Strategy
Main Article : Merasmus
- This map is almost identical to Lakeside, so strategies that work there will also work here.
- The ability to capture the point will be postponed while Merasmus is on the field, so focus on attacking him.
- Merasmus has a fairly large hitbox, so you don't have to worry about aiming and timing as much as you have to for MONOCULUS! and the Horseless Headless Horsemann.
- Merasmus spawns in the corner where the cards of fate display. On spawn, he will push away players and stickybombs before immediately engaging nearby players with his staff. Avoid getting stuck at his spawn point, and don't stick around the ammo refill.
- Merasmus has four signature attacks. He can float around the map, attacking any players he finds by hitting them with his staff. He can throw a bomb in the direction of the player he's attacking. He can launch a magical spell to a certain number of nearby players, launching them skyward and setting them on fire, or he can more rarely teleport in the center of the map to brandish the Bombinomicon and release a multitude of bombs in every direction while floating.
- Never get close to Merasmus unless he is stunned, you're invulnerable, or you have a bomb head. If he uses his fire attack, it's hard to control your movement while you're in the air, and you will be damaged from the fall and by afterburn if you're not a Pyro. As you land, you may be close enough to Merasmus for him to launch you again and reset the afterburn timer.
- Merasmus will teleport at random intervals, or after his stun condition wears off. He will always reset his attack mode when doing so.
- Merasmus does not travel as quickly as the Horseless Headless Horsemann does and waves his staff every few seconds, so most classes can outrun him while he's wandering around.
- Merasmus will take full critical damage if he is hit while performing his Bombinomicon attack and floating around, or when stunned. Use both of these occasions to weaken him.
- Don't stand outside near the control point while Merasmus is raining bombs with the Bombinomicon, as a direct hit from a bomb will kill most classes. If you want to get a little closer, the first floor of the building (the room with the bottomless pit) is a safe place from which to attack him, as the bombs don't land there.
- Every time Merasmus teleports, the Bombinomicon will choose two players and transform their heads into bombs. Affected players will be put in Humiliation and speed boosted. If these players can locate Merasmus and collide into him, they will cause the boss to get stunned and allow everyone to deal critical damage to the boss. The player who collides also gets short invulnerability, crit boost and speed boost. If you have a bomb head, watch out for other players and Merasmus' attacks, as you are still vulnerable to damage and can be killed while in this state.
- At two points during the battle, when Merasmus reaches around 50% health and around 10% health, he will transform into a random prop while spawning multiple other props all around the map. Break them all until you find Merasmus. Hitting Merasmus when he is disguised as a prop may stun him and will always give the player who brought him out of his disguise a short invulnerability, speed boost and crit boost period. Merasmus will also suffer full critical hits due to his stun.
- Be wary of trying to grab the health pack above the pit, especially when the high jump or low gravity card has been chosen on the wheel.
- The big head and small head fates do not alter the players' head hitboxes.
- The ledge above and to the side of the bottomless pit is easily accessible to all classes when the high jump card is active, becoming a very good spot for watching over both the control point and the large health pack above the pit. Many low-health players rushing for the pack will not suspect an enemy lurking above them in ambush.
Class Specific Strategies
Scout
- Try to avoid using the Scout to fight Merasmus, unless he is in his hiding phase or a gift has spawned for you. A Scout cannot dish out large amounts of damage at once and he has low health - but he can run across the map faster than other classes, allowing him to find gifts and search for props more quickly.
- While under the effects of Bonk! Atomic Punch, Merasmus may still try to attack you. Distract him!
- You can rely on your Pistol to deal damage from afar to aid your team, especially when Merasmus performs his Bombinomicon attack, in which case all attacks will become crits.
- Although it doesn't affect Merasmus, Mad Milk can be used to douse flames on you or your teammates.
- The Fan O'War is useless, as Merasmus isn't affected by mini-crits.
Soldier
- Due to the wide range of the rocket blasts, combined with Merasmus' size and increased hitbox, a Soldier has an easy time scoring hits against Merasmus. His damage output against him is average, though, as his weapons don't receive a damage boost (unlike some other classes) and he has to spend a lot of time reloading his weapons.
- Merasmus' large size makes him a fitting target for the Direct Hit. Linger at medium to close range to take advantage of its extra damage. The faster rocket speed also makes landing direct hits on Merasmus during his Bombinomicon phase easier, particularly from a safe distance.
- The large pillars surrounding the map's control point are remarkably useful for staying close to Merasmus while being much safer from his magic. Rocket jump to them for a unique vantage spot; your increased height will prevent him from reaching you with any attack other than his bomb volley, and you will be able to spot him throughout most of the map.
- The Buff Banner is useless in the boss fight because Merasmus is immune to mini-crits. Using the other banners is generally a bad idea as well, as the Shotgun can provide reliable damage while your Rocket Launcher's clip is empty. Without a secondary firearm, you will spend a lot of time just reloading your primary, possibly missing out on periods of Merasmus' stun vulnerability.
Pyro
- This boss can't be set on fire, rendering most of the Pyro's weapons, and the Pyro itself, quite ineffective. It is recommended to trade away any Flare Guns for the stock Shotgun, as it will deal more damage in this situation.
- If you are planning on using your Flamethrower, wait until the boss is distracted, preoccupied, or stunned before making your move. His volley of fairly short-ranged magical attacks will take you down rather quickly.
- Be careful when attacking Merasmus with your flamethrowers while members of the other team are also assaulting him, as you may be killed by collateral damage or poor aim. Since you will need to get close to deal any real damage, another issue that can arise is airborne, bomb-delivering members of the other team getting stuck between you and the boss upon landing. This can lead to Huntsman-equipped Snipers, crucial in the boss fight, being killed by your flames or unable to use their bows effectively (as they'll be suspended above ground while stuck and not be able to draw their arrows).
- Remember, you cannot be lit on fire from Merasmus' attacks, and you can extinguish members of your own team. You can take more of a support role by lingering near Merasmus and extinguishing members of your own team when they are hit by Merasmus' magic attack.
- Feel free to sneak up on and airblast enemies into the pit in the building.
Demoman
- Both the Demoman's primary Grenade Launcher and secondary Stickybomb Launcher do adequate damage to Merasmus. Lay down stickies and expend generous amounts of grenades.
- Do not lay stickybombs at Merasmus' spawn point, as he will push them away when he spawns.
- When using sticky bombs, be aware that Merasmus can push away sticky bombs when moving around. Use them when he is stationary or stunned.
- Be careful when using sticky bombs, as you may inadvertently kill the other team if both are cooperating on taking Merasmus down.
- The Eyelander and other melee-oriented items are not advised. Merasmus is guaranteed to do more damage in a melee fight and does not award heads.
- Using the Loch-n-Load is a good choice of weapon to fight Merasmus due to its increased damage per shot.
Heavy
- As a Heavy, try to stay near a Dispenser as you will expend a lot of ammo during the fight. You might want to leave most ammo packs for Huntsman Snipers as they also run out of arrows fairly quickly and their damage output is generally superior.
- Consider pairing up with a Medic, particularly one using the Kritzkrieg, as he will increase both your survivability and your damage output with his critboosts. With a capable Medic, you have a much higher chance of making it through the whole fight without dying once and will need to retreat from Merasmus less often.
- Every class must remain mobile during the battle with Merasmus, particularly during his bomb volley. The Heavy's slow running speed puts him at a disadvantage when it's time to get away; however, Merasmus leaves a lot of time for players to flee when he's about to use that attack.
- The Brass Beast is a good choice of weapon to fight Merasmus due to its increased damage.
- The Heavy is also at a disadvantage during Merasmus' prop-hunt hiding phase due to being very slow in navigating around the map. Use the Gloves of Running Urgently to move faster while seeking out props, unless the other team is actively attacking you.
Engineer
- If a Sentry Gun is placed down, make sure it is wrangled at all times. A wrangled Sentry Gun can be manually fired when Merasmus is out of range, and it will enable the Engineer to choose his targets (namely Merasmus, and not the opposing team.)
- The damage done by Sentry Guns is reduced by around -4 per round for the bullets, and thus they become fairly ineffective when it comes to damaging Merasmus. The Gunslinger is even less advisable to bring to the fight - it will likely cause more trouble to the enemy team than to the boss.
- Dispensers placed down are important as the fight with Merasmus consumes lots of ammo that is not readily available when the center of the map gets crowded. Keeping your team healed and restocked ensures everyone can constantly deal damage.
- Keep your Sentry out of Merasmus' range. He can destroy Sentry Guns in one hit and his magic attack has wide range. An ideal location is on top of the towers around the control point, which can be reached through Merasmus' low gravity spells or using the Sentry Gun's rockets with the Wrangler to jump to the towers.
- Try to stay alive at all costs. Even if you are using your Wrangler, you will lose control of your Sentry Gun if you die, and it will attack any nearby members of the other team who may be trying to attack Merasmus.
- Teleporters are also very important in maximizing the effectiveness of your team, as they can transport respawning teammates to the front lines, making casualties in the boss fight less hampering.
Medic
- Make sure to heal players who have been hit by Merasmus' magic attack. They likely have lost a lot of health from the direct impact and the fall damage, and will keep losing health from afterburn.
- Using the Kritzkrieg's ÜberCharge at the right moment can mean the difference between beating the boss or letting him vanish.
- Do not use the Kritzkrieg's ÜberCharge when Merasmus is stunned or using the Bombonicon; Merasmus already takes full crit damage at these times and the ÜberCharge will not offer any additional damage.
- As always, heal your entire team and not just one member.
Sniper
- Merasmus takes increased damage from Sniper primary weapons, making them ideal against Merasmus.
- Equip the Huntsman and aim for the head. A well-placed fully-charged headshot deals 1080 damage. A team of Huntsman-equipped Snipers can take Merasmus down quicker than any other team composition.
- A fully-charged headshot from a Sniper Rifle deals 1350 damage.
- Hitting the boss while he's stunned will prove to be easier and more rewarding; if you time it right, a maximum of 3 fully-drawn arrows can be fired.
- You can always rely on the SMG to deal damage from a distance if you run out of ammo, especially if Merasmus performs his Bombinomicon attack.
- Although it does not aid in damaging Merasmus, Jarate can be used to douse the flames of either yourself or teammates.
- Be wary when sniping from the elevated areas between the spawn and control point, as enemies can take advantage of the pumpkin bombs to kill you.
Spy
- The Spy's low-damage revolvers make it rather difficult to take down Merasmus effectively.
- A Spy's knife has drastically increased damage and deals more damage than any other melee weapon (120 without crits, 360 with crits). While you cannot backstab Merasmus, the melee damage remains the same when Merasmus is hit at any spot. However, the Spy's low health and necessity to stay near the boss in order to deal large amounts of damage make an even tradeoff. Try to attack Merasmus only when he is stunned. If there are a lot of players attacking him at once, it may be wise to use your knife if you were the one to stun him.
- A Spy can distract Merasmus with his Dead Ringer. With the Dead Ringer drawn, approach Merasmus and have him attack you. He will continue to attack you for quite some time despite your heightened resistance to damage, allowing you to become an effective bait. If done well, your team will seldom have to worry about drawing Merasmus' attention.