Difference between revisions of "Community Swiftwater strategy"
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=== {{class link|Scout}} === | === {{class link|Scout}} === | ||
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+ | As a scout you best work on offense, as you can either capture the cart or flank. If you cap you can help your team get further as you 1v1 other light classes trying to stop the cart. If you flank you can save your team the trouble of dealing with snipers by taking them out before they take out your team. | ||
=== {{class link|Soldier}} === | === {{class link|Soldier}} === |
Revision as of 13:47, 4 May 2021
“Sun Tzu's got nothing on us!” This article is a Community strategy stub. As such, it is not complete. You can help the Team Fortress Wiki Community Strategy Project by expanding it. Notes: Add more content |
Community Swiftwater strategy | |
---|---|
Basic Information | |
Developer(s): | Unknown |
Map Info | |
Environment: | Alpine |
Setting: | Daylight, sunny |
This article is about Community Swiftwater strategy.
Note: It is recommended to read the main Swiftwater article first to become familiar with the names of key map locations used in this article.
General strategy
At the beginning of the round, BLU should coordinate a push with ÜberCharge as the RED team has a high advantage overlooking BLU's spawn. ÜberCharge is important to push as it will negate spam from above.
Class-specific strategy
Scout
General
As a scout you best work on offense, as you can either capture the cart or flank. If you cap you can help your team get further as you 1v1 other light classes trying to stop the cart. If you flank you can save your team the trouble of dealing with snipers by taking them out before they take out your team.
Soldier
General
Pyro
General
Pyro can work on either offense or defense. A Pyro on offense will best work in small rooms and short tunnels. If you have any of the flare guns you can use this to cancel out snipers and make them run to a health pack as you cap. If not you can still play aggressive by flanking and getting the enemy team in a small place where you can go in for the kill. On defense, Pyro can use the Homewrecker to help Engineers and basically make their nests indestructible. Unless a Demoman with a Sticky launcher or a Über-Medic with someone come around the corner, you can keep a good distance and kill any flanking enemy.
Demoman
General
Heavy
General
Engineer
General
- Engineer can be extremely beneficial to both RED and BLU. Engineer's can place Sentry Guns and Dispensers to aid their team. Teleporters are also very useful as it allows teammates to get to places quickly.
Offense
Medic
General
Using ÜberCharge to wipe out enemies and forward operating bases is effective as it impedes progress on their goals.
Sniper
General
Sniper is best on defense, some parts of the map has long sight-lines especially by the second capture point. This is where Sniper will shine the most. The payload cart has a basically a strait tunnel for you to shoot into. As the enemy tries to get to the cart you can shoot them down. The only people you need to worry about is spies and other snipers.