Difference between revisions of "Community Graveyard strategy"

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{{community strategy stub|The purpose is to provide advice not covered elsewhere but specific only to the particular map.}}
 
{{Map infobox
 
{{Map infobox
| game-type                   = Arena
+
  | map-strategy              = yes
| file-name                   = arena_lumberyard_event
+
  | map-status                = community
| map-image                   = Arena lumberyard event.png
+
  | map-name                  = Graveyard
| developer                  = {{Steamid|76561197988141888|Benjamin "blaholtzen" Blåholtz}}<br>{{Steamid|76561198031082906|Tianes}}<br>{{Steamid|76561197994150794|Aeon "void~" Bollig}}<br>{{Steamid|76561198060934132|Eric Colteh}}<br>{{Steamid|76561198025680450|FGD5}}<br>{{Steamid|76561198072146551|Liam "Diva Dan" Moffitt}}
+
  | map-game-type             = Arena
| release-date                = October 5th, 2021
+
  | map-file-name             = arena_lumberyard_event
| last-updated                = October 5th, 2021
+
  | map-image                 = Arena lumberyard event.png
| map-environment             = Halloween
+
  | map-released              = {{Patch name|10|5|2021}}
| map-setting                 = Night
+
  | map-released-major        = Scream Fortress 2021
| map-hazards                 = [[Environmental_death#Pitfalls|Pitfall]], [[Pumpkin bomb]]s
+
  | map-environment           = Halloween
| map-health-pickups-small   = 2
+
  | map-setting               = Night
| map-health-pickups-medium   = 4
+
  | map-stamp-link            = https://steamcommunity.com/stats/TF2/leaderboards/7274468
| map-ammo-pickups-medium     = 4
+
  | map-hazards               = [[Environmental death#Pitfalls|Pitfall]], [[Pumpkin bomb]]s, [[Skeletons]],<br>[[Horseless Headless Horsemann]]
| map-ammo-pickups-large     = 2
+
  | map-pickups-health-small = 4
| map-special-pickups-sgg    = y
+
  | map-pickups-health-medium = 2
| map-special-pickups-pumpkin = y
+
  | map-pickups-ammo-medium   = 4
 +
  | map-pickups-ammo-large   = 4
 +
  | map-pickups-special-sgg  = yes
 
}}
 
}}
  
 
This article is about '''Community Graveyard strategy'''.
 
This article is about '''Community Graveyard strategy'''.
 +
__TOC__
 +
'''Note''': It is recommended to read the main [[Graveyard]] article first to become familiar with the names of key map locations used in this article.
  
'''Note''': It is recommended to read the main [[Graveyard]] article first to become familiar with the names of key map locations used in this article.
+
Graveyard  is a modification of the original [[Lumberyard]] Arena map.<!-- Very little is changed ...; however, features have been added elsewhere that do have effects on strategy.  --> ''For much of the original Lumberyard strategy that still applies to this map, '''see [[Community Lumberyard strategy]]'''''.
  
 
==General strategy==
 
==General strategy==
* Teams will usually circle around one side and force their way to the back, in somewhat of a yin-yang dynamic. The key is to obtain proper defense of your team’s area and gain control of the rooftop and the indoors. The spawns are relatively useless, and are usually forgone by either team.
+
''This Halloween map features [[pumpkin bomb]]s, [[magic spells]], and the [[Soul Gargoyle]]; see [[Community Halloween maps strategy]].''
* The ghosts make the gameplay tighten as the round goes on, and remaining players will typically be on guard thanks to overheal. Use this to try and single out specific players rather than taking on the whole team.
+
 
* Capturing the objective will force the enemy team to come to you or risk losing, prepare yourself for advancing players at either of the 2 side doors that open when the control point unlocks.
+
* Teams often circle around one side and force their way to the back, in somewhat of a yin-yang dynamic. The key is to obtain proper defense of your team’s area and gain control of the rooftop and the indoors. The spawns are relatively useless, and are usually forgone by either team.
* The periodically spawning Super Spells can turn the tide. Keep an eye out for the purple beacons and get them if you can!
+
* The player ghosts make the gameplay tighten as the round goes on, and remaining players are typically on guard thanks to overheal. Use this to try and single out specific players rather than taking on the whole team.
* The Skeleton King is a bigger threat than he looks, keep an eye out and make sure he comes to you so you can grab the super spell.
+
* Capturing the objective forces the enemy team to come to you or risk losing, prepare yourself for advancing players at either of the 2 side doors that open when the control point unlocks.
* Even when reduced to one man, a lone surviving team member can still be a threat with ghosts and mini-crits. Be careful not to underestimate them.
 
  
==Class-specific strategy==
+
=== Magic spells ===
===[[Scout]]===
+
* The periodically spawning Rare Spells can turn the tide. Keep an eye out for the purple beacons and get them if you can! Or target any enemy going for it if you can't!
* While a Scout can benefit from an increased capture speed for the central control point, this can leave them very vulnerable unless their capture is covered by teammates.
+
* The trade offs for Rare Spells are different in Arena, because death of the bearer removes the unused spell from the round.
* Scouts can make it to spell spawns fast, and can secure the area around it.
+
** Dying after picking up a Rare Spell destroys the Spell, which can be useful in dire situations by preventing the enemy team from grabbing it.
===[[Soldier]]===
+
** An Enemy that has picked up a Rare Spell should be targeted to destroy the spell, or at least force an unfavorable cast.
* Banners with a passive survival effect such as the [[Battalion's Backup]] or the [[Concheror]] are good options since it can help you survive a lot of battles, but their effects will be used very rarely.
+
** A teammate carrying a Rare Spell should be protected and escorted to a good position to cast the spell.
* The small and flat nature of the terrain means that rocket jumping is limited, but is viable when trying to maneuver through or over the central building.
+
 
===[[Pyro]]===
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=== Dispenser-ghost ===
* Pyro's airblast can be used to great effect to repel projectiles and placed Stickybombs, allowing their team to go on the offensive.
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* Dead players become ghosts that can fly around and approach teammates to heal them and replenish their ammo.
* The limited ammo scattered around the map should be enough to last a Pyro through a single round, but repeated airblasts can drain it quickly as well. The [[Manmelter]] can be used to extinguish teammates in place of airblasts.
 
* There are many ambush points from the indoor areas. The [[Backburner]] can be used for a devastating sneak attack.
 
===[[Demoman]]===
 
* The [[Stickybomb Launcher]] and [[Scottish Resistance]] are good options because it can both deal with Sentry nests and defend the control point.
 
* For Demoknight playstyles, shields like the [[Chargin' Targe]] can increase survivability. The [[Eyelander]] may not be able to benefit from its full effect, so the [[Scotsman's Skullcutter]] can be used to avoid the health penalty.
 
===[[Heavy]]===
 
* Heavy is a powerful class on this map because of his high damage and health, the latter of which can be increased further with the [[Sandvich]].
 
* Stick around the middle building to have a better chance of killing the enemy in close quarters. There are many hiding spots for a Heavy, and they can even jump down the staircases while revved up as a surprise attack.
 
===[[Engineer]]===
 
* Normal Engineer is very hard to pull off in this map because you don’t get much room to set up buildings. So either use the [[Jag]] or play battle Engineer.
 
* A full ammo crate outside of the spawn doors can be used to replenish metal reserves immediately, but it can still be tricky to build without team support.
 
* If a Engineer is able to set up a Sentry nest, they can use it to surprise the enemy team when the control point doors open.
 
===[[Medic]]===
 
* In the early stages of a round, Medics are vital to team survival by keeping teammates alive. Medics can even work alongside Dispenser-ghosts to keep the team fighting.
 
* The [[Vaccinator]] is very effective in this map. Not only can it be used to get more out of the Ubercharge's effect, but when the enemy is reduced to a single damage type, such as Soldiers/Demomen, changing the resistance type can make it easier to respond.
 
* The [[Amputator]]'s taunt can be useful inside the capture building if the team is gathered, and the [[Ubersaw]] can be a high-risk, high-reward method to build Ubercharge, which is very difficult to build with such quick rounds.
 
===[[Sniper]]===
 
* Sniper is quite harder to play on this map compared to others, but he can be used to watch the outside of the building as an anti-flank.
 
* [[Huntsman]] Snipers can contribute more in isolated spaces.
 
* A well placed [[Jarate]] throw can allow a team to overwhelm even a target who is being healed by many ghosts.
 
===[[Spy]]===
 
* Spies can dispatch more powerful classes with backstabs, no matter how many ghosts are supporting them.
 
* Ghosts are a double-edged sword with Spies, as friendly ghosts could give away your position, while enemy ghosts can heal you.
 
===Dispenser-ghost===
 
* Even when dead, ghosts can still heal teammates and replenish ammo.
 
 
* Search for teammates using the "MEDIC!" voice command, especially if they are low on health.
 
* Search for teammates using the "MEDIC!" voice command, especially if they are low on health.
 +
* Coordinate with your Medic, as healing their patient can interfere with the buildup of their ÜberCharge.
 
* Heavies, Pyros, and Engineers can benefit the most from the ammo regenerating effects.
 
* Heavies, Pyros, and Engineers can benefit the most from the ammo regenerating effects.
 
* Stacking on the most powerful person on a team can turn the tide. A Heavy can easily survive a firefight with sustained healing.
 
* Stacking on the most powerful person on a team can turn the tide. A Heavy can easily survive a firefight with sustained healing.
 
* It is possible to heal enemy Spies or even give away friendly Spies. Ghosts must always be wary of who to heal.
 
* It is possible to heal enemy Spies or even give away friendly Spies. Ghosts must always be wary of who to heal.
 +
* You can also {{botignore|scout}} around corners and used mic or team talk to communicate what you see that your living teammates can't see, like the location of the crit-boosted last live player.  At the very least, watch your survivors' six.
 +
 +
=== Last man ===
 +
* When reduced to one live player, the lone surviving team member can still be a threat, being awarded mini-crits and supported by many healing ghosts. Be careful not to underestimate them.
 +
** Avoid the temptation to neglect the point to hunt down the last player, you can win the round without killing them. And the Point is fast; the last player can sneak in and cap behind you if you leave the Point looking for them.
 +
** The last player tends to attack from above or behind.
 +
* However, if you are the last player, rally up as many ghosts as you can, and get one to tell you were the enemy is and when their back is to you.
 +
 +
=== Skeleton King ===
 +
* The Skeleton King is a special matter, not the least of which is his normal relentless pursuit with high-damage attacks; however, ...
 +
* At 1000 Health, enough damage to kill 5 soldiers is needed to defeat the Skeleton King. That is a lot of damage to give up in the short rounds of Arena. Shifting your team's firepower onto the Skeleton King ''greatly'' reduces the pressure on the other team, a really bad thing to do in Arena.
 +
* Conversely, if the Skeleton King is in amongst the enemy, better yet the enemy has also foolishly chosen to attack the monster instead of you, pour the fire on the enemy aggressively during the resulting [[w:Power play (sporting term)|power play]], and also try to close the distance to grab the Rare Spell for yourself, should he be defeated.
 +
* When the Skeleton King is chasing you, do what you can to lead him away from your team and in the direction of the enemy.
 +
 +
==Class-specific strategy==
 +
=== {{class link|Scout}} ===
 +
* Weapons which allow you to deal high amounts of burst damage, such as the [[Fan O'War]] or the [[Force-A-Nature]], are useful for circumventing the Dispenser-ghost's healing effects.
 +
** Although, the stock [[Scattergun]] is still pretty effective at accomplishing this task.
 +
* Due to the Scout's high [[Speed]], you will often outrun friendly ghosts and miss out on their benefits. If you desperately need healing, you should either stand at a safe place and constantly call for help, or use one of your healing secondaries, like the [[Mad Milk]] or the [[Pretty Boy's Pocket Pistol]].
 +
* The roof of the Charnel Church is relatively low, making it easy to reach it if you have any jump-extending weapons.
 +
 +
=== {{class link|Soldier}} ===
 +
* It is not recommended to bring the [[Buff Banner]] alongside you in battle, as its effects become useless when being the last man standing.
 +
* As always, you should immediately seek for [[High ground advantage]], which can be granted by the Charnel Church's roof.
 +
 +
=== {{class link|Pyro}} ===
 +
* At the beginning of the round, your [[Compression Blast]] can be used to effortlessly push opponents of the Cliffside, as well as for reflecting enemy [[Projectiles]]. However, as the game progresses and fights become more and more centered around the Charnel Church, your Airblast will slowly lose its utility.
 +
** And it will become practically useless if the last remaining opponents are not projectile classes.
 +
* Because of this, it might be a wise idea to immediately begin the game with a high damage loadout, consisting of either the [[Phlogistinator]] or the [[Back Burner]]. This way, you can quickly burn through opponents even with multiple ghosts healing them.
 +
 +
=== {{class link|Demoman}} ===
 +
* Right at the beginning of the round, you can charge up your sticky bombs and launch them over the Charnel Church, striking enemies leaving their spawn.
 +
* [[Glossary of player terms#Demoknight|Demoknight]] has quite a lot of potential on this map. The long shield [[Charging|charges]] accompanied with a melee [[Critical hits|crit]] at their end can swiftly decapitate any opponent, no matter how much ghosts are healing them.
 +
** This is especially effective when pairing up the [[Scotsman's Skullcutter]]'s increased damage with the [[Splendid Screen]]'s stronger shield bash, which together can deal up to 300 damage.
 +
 +
=== {{class link|Heavy}} ===
 +
* As more healing and ammo becomes available from fallen Comrades, the longer you can manage to survive the greater threat you become.
 +
* The [[Fists of Steel]] reduces the healing from ghosts, consider if the resistances are worth the reduced healing.
 +
 +
=== {{class link|Engineer}} ===
 +
* Placing a Mini Sentry Gun under either of the two staircases is a great ambush spot for enemies coming down the stairs, as they will have little time to react it to it.
 +
* Keep a Dispenser handy, and set it up somewhere safe that your team can easily access. Even with the Dispenser ghosts, without the benefit of respawning, your team will need any source of health it can find.
 +
 +
=== {{class link|Medic}} ===
 +
* Even with the more generous number of Health kits, in the early stages of a round, Medics are vital to team survival by keeping teammates alive. Medics can even work alongside Dispenser-ghosts to keep the team fighting, and the Ghosts can't [[ÜberCharge|Uber]].
 +
 +
=== {{class link|Sniper}} ===
 +
* A well-placed [[Jarate]] throw can allow a team to overwhelm a target who is being healed by many ghosts.
 +
* When you see a Rare Spell too far away to get to, and it is close to the enemy, scope in and Headshot any enemy that picks it up.
 +
 +
=== {{class link|Spy}}===
 +
* Spies can dispatch more powerful classes with backstabs, no matter how many ghosts are supporting them.
 +
* Ghosts are a double-edged sword with Spies, as friendly ghosts could give away your position, while enemy ghosts can heal you.
 +
 
{{Map strategy}}
 
{{Map strategy}}

Latest revision as of 19:44, 20 January 2024

Graveyard
Arena lumberyard event.png
Basic Information
Map type: Arena
File name: arena_lumberyard_event
Released: October 5, 2021 Patch
(Scream Fortress XIII)
Variants: Lumberyard
Developer(s): Liam "Diva Dan" Moffitt
Benjamin "blaholtzen" Blåholtz
Alex "FGD5" Stewart
Seb "Tianes" Necula
Aeon "Void" Bollig
Erik "Colteh" Coltey
Juniper
Map Info
Environment: Halloween
Setting: Night
Hazards: Pitfall, Pumpkin bombs, Skeletons,
Horseless Headless Horsemann
Map Items
Healthico.png Health Kits: Healthbar.png ×4  •  Healthpie.png ×2
Ammoico.png Ammo Boxes: Mediumammo.png ×4   •  
Largeammo.png ×4
TF2 crosshair.png Special: Gargoyle Ghost.png
Map Photos
Loading screen photos.
Map Overview
Graveyard overview.png

This article is about Community Graveyard strategy.

Note: It is recommended to read the main Graveyard article first to become familiar with the names of key map locations used in this article.

Graveyard is a modification of the original Lumberyard Arena map. For much of the original Lumberyard strategy that still applies to this map, see Community Lumberyard strategy.

General strategy

This Halloween map features pumpkin bombs, magic spells, and the Soul Gargoyle; see Community Halloween maps strategy.

  • Teams often circle around one side and force their way to the back, in somewhat of a yin-yang dynamic. The key is to obtain proper defense of your team’s area and gain control of the rooftop and the indoors. The spawns are relatively useless, and are usually forgone by either team.
  • The player ghosts make the gameplay tighten as the round goes on, and remaining players are typically on guard thanks to overheal. Use this to try and single out specific players rather than taking on the whole team.
  • Capturing the objective forces the enemy team to come to you or risk losing, prepare yourself for advancing players at either of the 2 side doors that open when the control point unlocks.

Magic spells

  • The periodically spawning Rare Spells can turn the tide. Keep an eye out for the purple beacons and get them if you can! Or target any enemy going for it if you can't!
  • The trade offs for Rare Spells are different in Arena, because death of the bearer removes the unused spell from the round.
    • Dying after picking up a Rare Spell destroys the Spell, which can be useful in dire situations by preventing the enemy team from grabbing it.
    • An Enemy that has picked up a Rare Spell should be targeted to destroy the spell, or at least force an unfavorable cast.
    • A teammate carrying a Rare Spell should be protected and escorted to a good position to cast the spell.

Dispenser-ghost

  • Dead players become ghosts that can fly around and approach teammates to heal them and replenish their ammo.
  • Search for teammates using the "MEDIC!" voice command, especially if they are low on health.
  • Coordinate with your Medic, as healing their patient can interfere with the buildup of their ÜberCharge.
  • Heavies, Pyros, and Engineers can benefit the most from the ammo regenerating effects.
  • Stacking on the most powerful person on a team can turn the tide. A Heavy can easily survive a firefight with sustained healing.
  • It is possible to heal enemy Spies or even give away friendly Spies. Ghosts must always be wary of who to heal.
  • You can also scout around corners and used mic or team talk to communicate what you see that your living teammates can't see, like the location of the crit-boosted last live player. At the very least, watch your survivors' six.

Last man

  • When reduced to one live player, the lone surviving team member can still be a threat, being awarded mini-crits and supported by many healing ghosts. Be careful not to underestimate them.
    • Avoid the temptation to neglect the point to hunt down the last player, you can win the round without killing them. And the Point is fast; the last player can sneak in and cap behind you if you leave the Point looking for them.
    • The last player tends to attack from above or behind.
  • However, if you are the last player, rally up as many ghosts as you can, and get one to tell you were the enemy is and when their back is to you.

Skeleton King

  • The Skeleton King is a special matter, not the least of which is his normal relentless pursuit with high-damage attacks; however, ...
  • At 1000 Health, enough damage to kill 5 soldiers is needed to defeat the Skeleton King. That is a lot of damage to give up in the short rounds of Arena. Shifting your team's firepower onto the Skeleton King greatly reduces the pressure on the other team, a really bad thing to do in Arena.
  • Conversely, if the Skeleton King is in amongst the enemy, better yet the enemy has also foolishly chosen to attack the monster instead of you, pour the fire on the enemy aggressively during the resulting power play, and also try to close the distance to grab the Rare Spell for yourself, should he be defeated.
  • When the Skeleton King is chasing you, do what you can to lead him away from your team and in the direction of the enemy.

Class-specific strategy

Leaderboard class scout.png Scout

  • Weapons which allow you to deal high amounts of burst damage, such as the Fan O'War or the Force-A-Nature, are useful for circumventing the Dispenser-ghost's healing effects.
    • Although, the stock Scattergun is still pretty effective at accomplishing this task.
  • Due to the Scout's high Speed, you will often outrun friendly ghosts and miss out on their benefits. If you desperately need healing, you should either stand at a safe place and constantly call for help, or use one of your healing secondaries, like the Mad Milk or the Pretty Boy's Pocket Pistol.
  • The roof of the Charnel Church is relatively low, making it easy to reach it if you have any jump-extending weapons.

Leaderboard class soldier.png Soldier

  • It is not recommended to bring the Buff Banner alongside you in battle, as its effects become useless when being the last man standing.
  • As always, you should immediately seek for High ground advantage, which can be granted by the Charnel Church's roof.

Leaderboard class pyro.png Pyro

  • At the beginning of the round, your Compression Blast can be used to effortlessly push opponents of the Cliffside, as well as for reflecting enemy Projectiles. However, as the game progresses and fights become more and more centered around the Charnel Church, your Airblast will slowly lose its utility.
    • And it will become practically useless if the last remaining opponents are not projectile classes.
  • Because of this, it might be a wise idea to immediately begin the game with a high damage loadout, consisting of either the Phlogistinator or the Back Burner. This way, you can quickly burn through opponents even with multiple ghosts healing them.

Leaderboard class demoman.png Demoman

  • Right at the beginning of the round, you can charge up your sticky bombs and launch them over the Charnel Church, striking enemies leaving their spawn.
  • Demoknight has quite a lot of potential on this map. The long shield charges accompanied with a melee crit at their end can swiftly decapitate any opponent, no matter how much ghosts are healing them.

Leaderboard class heavy.png Heavy

  • As more healing and ammo becomes available from fallen Comrades, the longer you can manage to survive the greater threat you become.
  • The Fists of Steel reduces the healing from ghosts, consider if the resistances are worth the reduced healing.

Leaderboard class engineer.png Engineer

  • Placing a Mini Sentry Gun under either of the two staircases is a great ambush spot for enemies coming down the stairs, as they will have little time to react it to it.
  • Keep a Dispenser handy, and set it up somewhere safe that your team can easily access. Even with the Dispenser ghosts, without the benefit of respawning, your team will need any source of health it can find.

Leaderboard class medic.png Medic

  • Even with the more generous number of Health kits, in the early stages of a round, Medics are vital to team survival by keeping teammates alive. Medics can even work alongside Dispenser-ghosts to keep the team fighting, and the Ghosts can't Uber.

Leaderboard class sniper.png Sniper

  • A well-placed Jarate throw can allow a team to overwhelm a target who is being healed by many ghosts.
  • When you see a Rare Spell too far away to get to, and it is close to the enemy, scope in and Headshot any enemy that picks it up.

Leaderboard class spy.png Spy

  • Spies can dispatch more powerful classes with backstabs, no matter how many ghosts are supporting them.
  • Ghosts are a double-edged sword with Spies, as friendly ghosts could give away your position, while enemy ghosts can heal you.