Community Megaton strategy
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Megaton | |
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Basic Information | |
Map type: | King of the Hill |
File name: | koth_megaton
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Released: | July 18, 2024 Patch (Summer 2024 Update) |
Developer(s): | Aeon "Void" Bollig Juniper Liam "Diva Dan" Moffitt Sky Freyja donhonk |
Map Info | |
Environment: | Tropical, island |
Setting: | Daytime |
Hazards: | Drowning, Nuclear bomb |
Deep Water: | Yes |
Map Items | |
Health Kits: | ×2 • ×11 |
Ammo Boxes: | ×2 • ×6 • ×1 |
Map Photos | |
Map Overview | |
This article is about Community Megaton strategy.
Note: It is recommended to read the main Megaton article first to become familiar with the names of key map locations used in this article.
General Strategy (All Classes)
See also: Community King of the Hill strategy
- The vast majority of water in the map is swimmable, giving you a Pyro-resistant flank route.
- There are multiple side buildings containing a small health pack and a medium ammo pack. These can be retreated into while in a fight to heal up and gain an advantage.
- Classes with high mobility can jump onto the enemy team's roof and rain hell on them from the high ground. Watch out for any enemies that are on the roof too, or any enemies that are on your roof when walking out of spawn or into the Big House.
Class-specific strategy
Scout
- The control point has two small extensions to the sides, while usually out of reach, Scouts can use a double jump to get onto the ledge and flank onto the point. This strategy goes well with the medium health and ammo pack under the point.
- Your high mobility and the many flank routes (such as the water or the different exits from Big House) allow for a hit and run playstyle to be very effective, especially for taking out Medics hiding behind their team or dealing with a Sniper.
Soldier
- The openness of the map makes rocket jumping easier, allowing for more mobility options in a pinch or when flanking. Be careful not to rocket jump too often, as you become a predictable target for Snipers.
Pyro
- The large abundance of water and health packs makes dealing damage a bit harder than normal, however the map has extensive flank routes making the Backburner a solid choice.
- Due to this abundance, afterburn is easily extinguished. Consider a weapon like the Degreaser in combination with a damage-dealing secondary to reduce your reliance on afterburn, or the Dragon's Fury which only requires your victim to be on fire when you hit them.
Demoman
Heavy
- As the slowest class in a wide open map, not getting headshot can be very difficult. Try to move erratically and juke around when making your way to the point, then use the small cover the point provides to rev up and go on the defence.
Engineer
- Due to the uneven nature of the island's terrain, it can be difficult to place a Mini-Sentry in a hurry. Plan ahead of where to place your Mini-Sentry to not be caught off-guard by another player.
- The Stilt House can be used to put a sneaky Teleporter exit, allowing for your teammates to come from an unexpected angle.
- A hidden nest can be made at the large side exits out of the Big Houses, which have an extended platform right outside to the left.
- The open nature of the map makes Snipers sniping your Sentry Gun from outside its range a real concern, try to either use cover or place a Sentry in an enclosed space.
Medic
- Similar to Heavy, you are very prone to headshots. Move erratically around the map to prevent Snipers from spotting you and try to stay in cover as much as you can.
Sniper
- The roofs of the Big House, as well as the Walkway, are great spots for sniping as they offer a view of the entire map. Be careful of flankers coming from the side, however, as they can have easy access to the Walkway or Roof.
- The Razorback is a good choice if Spies are a particular issue, but it leaves you more vulnerable to other flanking classes.
Spy
- The small size of the island and the closeness of the spawns means the spawning outline around teammate may reveal you if you uncloak near the Big House. Consider uncloaking on top of the roofs then dropping down on the opposite end of the enemy spawn to backstab enmies that are unlikely to look back.
- The large side exits out of the Big Houses have an extended platform right outside to the left that allows for relatively safe decloaking.