社区决战萨克斯顿·霍尔战术
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本文章主要介绍社区决战萨克斯顿·霍尔战术。
目录
一般战术(作为萨克斯顿·霍尔)
萨克斯顿·霍尔
- 作为霍尔,你拥有大量生命值,良好的移动性和大量的伤害,使你在近距离极具威胁。尽管你缺少远程武器,但你的移动性可充分弥补这一点。
- 若你正追击高生命值目标(如机枪手或超量治疗的士兵)且你已使用霍尔神拳!一段时间,你可等待能力充能完毕以造成更多的伤害。
- 若多位工程师将他们的建筑(尤其是步哨枪)建得非常靠近,使用一击霍尔神拳!就可摧毁整个步哨群,还能顺带重创附近的工程师和其他红队成员。对于孤立的建筑,使用横扫飞拳可几乎立即摧毁它,因其会在激活的每一 tick 对建筑造成伤害。
- 尽量多使用横扫飞拳,不论是追赶讨厌的侦察兵还是与超级跳配合使用占据优势区域。横扫飞拳造成中等的伤害并击退敌人,这也意味着你可以将医生击飞到空中防止他逃跑,并更容易的解决佣兵们主要的持续治疗源之一。
- 优先解决高价值目标。下方列举了一些对团队而言重要的兵种、他们对你造成威胁的原因和解决他们的方法。
- 医生超量治疗的能力阻止你一击杀死大多数佣兵,且会为团队提供每 20 秒一次的无敌或每 16 秒一次的暴击。他们对你造成的伤害有 30% 的抗性且会受到明显更多的击退,意味着你需两击杀死他们,且他们可以更快逃跑。尝试将他们击退到墙上以防止他们逃跑,并使用第二击终结他们。
- 工程师也属于首要目标;尽管你对步哨枪的伤害有 50% 的抗性,但一大群步哨枪也可迅速消耗你的生命值。尝试在他们建立起建筑前摧毁一击它们。如果你无法阻止工程师建立建筑,也不要草率地冲进他们的基地;你有两种有效摧毁建筑的方式。
- 火焰兵由于其压缩空气也需警惕,它可用于保护医生和工程师基地,还能阻止你占领控制点。
- 尝试组合使用撼地坠击和横扫飞拳或超级跳中的一个来发起突然袭击,并在敌人反应过来前终结他们。
- Pyros that use the Phlogistinator are usually not much of a threat, as their inability to airblast makes them unable to keep you at a distance. If you find a lone Phlogistinator Pyro activating Mmmph, deny their attacks by standing near them and killing them as their invulnerability wears off. However, if a Medic ÜberCharges them as they do so, it is strongly advised to back off and target other classes until their buffs wear off.
- 在撼地坠击冷却期间,仍可按下按键(默认按键:Ctrl)加速下坠并增加踩踏伤害。
- 灵活使用下坠可增强移动性并使你更难被击中。
一般战术(对抗萨克斯顿·霍尔)
- 不要分散地太开,否则霍尔能轻易的击破大多数孤立的玩家。但同时也不要靠得太近,否则霍尔的高范围伤害会在命中时大幅削弱团队。
- Saxton Hale's left arm glows if Saxton Punch! is ready; this means the next attack he lands will instantly kill anything short of an overhealed Heavy or Battalions Backup Soldier. Spread apart to minimise the splash damage he will deal, as even the splash damage can insta-kill light classes if you are too close.
- 如果你即将摔死,尽量靠近墙并使用近战来爬墙。如果你成功了,你会向上运动并拯救自己的生命。
- 如果你拥有石头剪刀布并且是最后幸存的佣兵,你可尝试邀请萨克斯顿·霍尔进行运气的对战。如果你赢了,霍尔就输了。如果你输了,至少你延迟了不可避免的命运。
- When wall climbing, make sure you're able to reach that height. Consecutive wall climbs have diminishing returns and if you fall down, you'll give Hale an easy target.
兵种战术
侦察兵
- 作为侦察兵,由于你的猎枪距离受限,手枪弹药受限,导致你需要冒风险在近距离才能对霍尔造成大量伤害。考虑装备支援型武器,而不是伤害型武器。
- The Baby Face's Blaster is a great primary choice for survivability, as fully charging your Boost meter will let you run as quickly as Hale at maximum speed. Despite your high speed, continue to keep your distance from Hale, as the splash damage he deals can quickly drain your Boost.
- 使用自然之力可在霍尔靠近你之前将其推开,也许还能推到环境危害中。
- The Soda Popper's ability allows you to escape tricky situations with its extra jumps, such as when cornered. Although damaging Hale is quite dangerous, the HYPE meter can be easily charged while he is distracted.
- Using the Bonk! Atomic Punch can let you escape what would otherwise be a certain death, or help kite Hale around for the rest of your team to flank or pile damage onto him.
- The Crit-a-Cola can be a great option if you are willing to fight Hale directly, as its Mini-Crit boost increases your damage at range and lets you keep your distance from Hale. The downside of marking yourself for death is irrelevant, as Hale will kill you in one hit regardless.
- 考虑到你的队伍面对的只有一个敌人,使用疯狂的牛奶大幅增强队伍的生存能力是一个不错的选择。
- While risky, hitting Hale with the Fan O'War marks him for death for 15 seconds, greatly increasing your team's damage output. Try to sneak up on Hale while he is distracted by your teammates to minimise the risk.
- Using the Flying Guillotine will allow you to easily deal damage from a safe distance, its short recharge time means that missing is not a very big deal as it will be recharged quickly.
- The Wrap Assassin can be used together with the Guillotine to deal even more damage from a safe distance. Note that the Wrap Assassin's baubles do extra damage because of the guaranteed Critical hits of melee weapons.
- If you are more confident in melee battle, the Boston Basher allows you to deal more damage at a higher risk. Try to use it on him when he isn't focused on you. Use the Basher sparingly and only when you can guarantee a hit, swinging the Basher wildly while close to Hale can easily result in your own death. Be very careful, as the guaranteed Critical hits deal more damage to Hale but also to yourself!
- The Guillotine also pairs especially well with the Baby Face's Blaster, as hitting Hale once with it gives you almost full boost, provided Hale does not run to a health pack to prevent the bleeding.
- The Sandman is a wonderful melee choice, as its only downside of a reduced max health is negated simply because Saxton kills you in the same amount of punches regardless. The slowdown ability can greatly impede Saxton's ability to catch up to you, which can be a lifesaver when Hale focuses you down.
- It also pairs especially well with the Baby Face's Blaster, as Hale's speed can increase to the point where he can catch up to you, even with full boost. Slowing him down ensures your safety and can win you the game if you are the last remaining mercenary.
- In an emergency, your increased mobility can stall Saxton Hale from capturing the control point should it ever become available.
士兵
- 作为士兵,你可以承受霍尔的两击,使得你更适合在中近距离对战霍尔。然而,你的火箭发射器弹药消耗得很快,所以你需要在休整时期支援队友。
- 所有的战旗都各有用武之地,还能让你与霍尔保持距离。下方为每种战旗的几种示例用法。
- The Buff Banner greatly increases your team's offensive power, and if used regularly when Hale is still healthy, can be the difference between a win and a loss later in the game. Even if you are not fighting head-on, it allows your team to consistently pepper Hale with chip damage at range, due to Mini-Crits ignoring damage falloff. However, in the final stages of the game the Buff Banner is rendered useless due to the permanent Mini-Crit boost on the last 3 players.
- The Concheror will give your teammates better survivability when fighting Hale head-on and its speed boost will help them outmaneuver or escape him in the early game (however, it will diminish in value as Hale gets lower health and thus a faster movement speed). It is very effective to pair it with a Heavy and a Medic to make sure the Heavy can survive multiple hits against Hale and deal as much damage as possible.
- The Battalion's Backup is very useful at dampening the effects of Hale's attacks, allowing teammates to fight Hale longer. Combined with a Medic's overheal, it will allow every class to survive at least one hit from Hale. Whilst the 20 extra health gained doesn't mean much on its own, it increases the health received from health packs, which may be beneficial once your Medics are all dead. The Backup's value also does not diminish over time, due to the damage resistance always coming in useful against Hale's attacks.
- 如果霍尔的霍尔神拳!已就绪,你可以激活战旗但不松开主开火键,而在队友即将受击时释放。尽管这不能拯救受到直击伤害的队友,但可以降低溅射伤害。
- 建议你使用以下几种造成伤害持续且可靠的武器搭配战旗:火箭发射器、黑匣子、正宗雷神之锤火箭发射器、绞牛机 5000或精确打击者。
- If you do not have a Kritzkrieg Medic, use the Cow Mangler instead of the Rocket Launcher, as it has effectively no downsides, and does not require ammo to fire. If you are at a safe distance, you can use a charged shot to Mini-Crit Hale.
- The Direct Hit deals 25% extra damage, which can charge your Banners faster - and will Mini-Crit Hale even if he simply jumps. Note that it does require extra accuracy because of the significantly-reduced splash damage.
- 如果你的火箭跳技术娴熟,你也可以使用市场花园铁锹对霍尔造成大量伤害。
- The Rocket Jumper can be a good option if you can consistently hit with the Market Gardener, as Hale will have a hard time hitting a highly-mobile target that only stops to reload his weapon. Be wary of the fact that the Rocket Jumper no longer has its extra ammo buff, so you will need to use ammo packs or Dispensers more often.
- If you do not feel confident in your ability to solely deal damage with the Market Gardener, consider using the Liberty Launcher combined with the Gunboats. You will still have a damage option, but also take very little damage from rocket jumps.
- The Rocket Jumper can be a good option if you can consistently hit with the Market Gardener, as Hale will have a hard time hitting a highly-mobile target that only stops to reload his weapon. Be wary of the fact that the Rocket Jumper no longer has its extra ammo buff, so you will need to use ammo packs or Dispensers more often.
- The Half-Zatoichi heals the player for every successful hit against Hale, making it an excellent option for surviving close encounters.
- If you are willing to take the risk, you can deal heavy damage to Hale in a melee fight, as each melee swing will push him away, preventing him from killing you - though you will have to land two hits for each hit you take.
- The Disciplinary Action is a great choice of melee, as on top of the larger melee range it has, allowing for easier wall-climbing (which can allow you to come from the most unexpected of places), it boosts the speed of you and your allies on hit. Although it suffers from a damage penalty, it may still be worth equipping if you find yourself using the increased range and speed boost often.
火焰兵
- 作为火焰兵,你的压缩空气是你的主要手段。它可用于将霍尔推离团队,或将其限制在对其不利的位置(如环境危害或墙角)。如果使用时机正确,它还能取消霍尔的撼地坠击。使用压缩空气保护你的队友,防止霍尔以智取胜。
- The Flare Gun combos well with other Pyros dealing fire damage. It may be difficult to hit Hale at range, but if your team can consistently keep him on fire, this is a solid option. If he attacks you, use airblast to push him in a predictable direction, then follow up with a flare.
- The Thermal Thruster can be a good escape tool when you are out of ammo. Note that the increased deploy speed leaves you vulnerable for a short time.
- While risky, the Axtinguisher's bonus damage to burning targets stacks with Critical hits, dealing up to 371 damage. If you are able to hit Hale, the heavy knockback melee weapons deal will keep him from retaliating immediately, and the speed boost will let you escape.
- The Hot Hand's double-hit can be used to wall climb faster as well as being easier to secure a hit on Hale with if you aren't confident with your melee timing.
- The Phlogistinator can land guaranteed Critical hits on Hale, but removes your ability to airblast. Consider using this if you have another Pyro on your team or if your team can protect you effectively.
- Activating your Mmmph grants temporary invulnerability, which can be timed to save you from Hale's attacks. If timed correctly, you may be able to use his knockback to move to safety or deal Critical hits while still invulnerable.
- The Scorch Shot is another great option, as it can keep Hale on fire for long periods of time (allowing other Pyros to combo him) and can deal significant knockback if you run out of flamethrower ammo for airblasting.
爆破手
- Your Stickybomb Launcher can deal nearly 1000 damage with a well-placed detonation, or 3000 if they are Critical hits. Try luring Hale into a hidden trap to take a good chunk of his HP, but be subtle about it, or he may back off or simply maneuver around the trap to kill you.
- The Scottish Resistance is the most suitable weapon for setting traps, as the weapon's +75% maximum stickybombs per trap offsets the -20% damage penalty it carries in this gamemode.
- You can utilise any kind of sticky bomb as an instant escape tool. Planting one ahead of time before a confrontation may greatly increase your chance of surviving.
- Consider equipping the Loose Cannon as your primary weapon to push Hale away when he gets too close or even stunlock him in place.
- Almost all melee weapons are permanently Crit-boosted in this gamemode. Because of this, Demoknight can do lots of damage.
- Hale's mobility is very high, so charging with one of the shield weapons can help you close the distance. When Hale is distracted by other players, charge at him. If Hale is running at you with a glowing fist, charge away from him before he hits you with Saxton Punch!.
- All shields will nullify the first punch you take from Hale, but the shield will break in the process, losing the ability to charge. Losing your shield charge can be worth it if you manage to deal lots of melee damage beforehand, but you will have less escape options afterwards.
- The Tide Turner's main downside of not granting Critical hits while charging does not apply to Versus Saxton Hale, due to the perpetual Crit-buff on melee weapons. The extra turning control can provide more ways to attack or escape from Hale, making it a very good choice.
- The Splendid Screen is a splendid choice for Demoknight, as the increased charge recharge rate means that you can more often charge at Hale, and escape. It does not have the same turning control of the Tide Turner, however, so try to aim your charges to where you think Hale will be, not where he currently is.
- The Chargin Targe is an ill-advised shield, as it lacks any additional upsides from the damage resistances, which mean nothing in this game mode due to you fighting a melee based enemy, not fire or explosives.
- In addition, whilst some of Hale's attacks are considered different types of damage, the shield already negates that damage, which makes it even more useless.
- The Half-Zatoichi heals the player for every successful hit against Hale, making it an excellent option for surviving close encounters. If you can hit Hale twice for every time he hits you, you can survive for much longer whilst dealing lots of damage.
- The Eyelander grants one head for each successful hit against Hale. The increased movement speed can be helpful for evading Hale's attacks or chasing him around the map.
- Swords in general provide better mobility with regards to wall-climbing, as their increased melee range allows them to more easily strike the floor to gain a height advantage. This can be used to either make a quick get-away or approach Hale from an unexpected place.
- In this gamemode, swords deal less knockback than other melee weapons. However, their increased melee range can still help you maintain some distance from Hale.
机枪手
- As Heavy, your poor mobility makes you an easy target for Hale when you are alone, as you have no way to outmaneuver Hale once he decides to target you. With your team's support, however, you can deal heavy damage to Hale.
- Be aware that Saxton Hale has a 40% damage resistance against all of Heavy's miniguns. Although this doesn't render you ineffective, it is something to consider if you are buffed by the Conch or Hale is drenched in Mad Milk.
- If you are at full health, you can always survive a punch. You can survive two if you have a Medic overhealing you.
- Manage your ammo supply carefully, as your Miniguns can chew through all 200 rounds very fast. If you have an Engineer on your team, make sure to check where he places his Dispenser so you can retreat there. A voice response plays if you are low on ammo.
- Standing next to a Dispenser and peppering Hale with an endless stream of bullets from a distance may not be as exciting as fighting him head-on, but this damage can add up if he ignores you.
- The Tomislav's tightened bullet spread can be used to keep a longer distance from Hale while suffering minimal damage losses. Its quicker rev-up time also makes it best for making a quick getaway or to quickly pull out another weapon if necessary.
- If you have no Engineer, or you notice their Dispenser is in a very inconvenient place or keeps going down, consider using the Shotgun as a backup weapon.
- The Brass Beast's 20% damage bonus is very useful when you are supported by your team, especially when paired with a Kritzkrieg Medic. Try to get to high ground where Hale will have difficulty reaching you.
- You are a sitting duck whilst you use this weapon, if Hale decides to focus you, simply deal as much damage as you can before dying. You will at some point, so it's better to hurt Hale more than die in vain.
- The Natascha has a 15% chance to apply slowdown to Hale, making it less viable in close proximity. If you can spray Hale with it constantly, however, he will find it harder to reach his targets, especially if your team is firing several Nataschas at him. As with the Brass Beast, try to reach the location where Hale is not able to easily attack you, such as high ground.
- The large knockback of melee weapons means that a skilled Heavy can use them to push Hale back, while still gaining benefits from on-hit effects.
- The Warrior's Spirit grants you 50 HP for every hit against Hale, possibly letting you escape in risky situations.
- The Killing Gloves of Boxing trigger a 5-second Crit-boost to your other weapons on hit, allowing for a high risk, high reward playstyle. If paired with Mad Milk or a Medic, you can punch Hale, then grind through his health with your primary or secondary while surviving his onslaught.
- The Eviction Notice's increased firing speed lets you wall climb faster and to higher places, and the rapid attacks can also pin Hale to a wall while making it difficult for him to retaliate thanks to its on-hit speed boost.
- Beware of Hale's Saxton Punch!, as it will kill you instantly unless you are overhealed.
- The Fists of Steel are rather detrimental when fighting Saxton. Not only do they make you more vulnerable to Saxton's melee-heavy combat style whilst active, but the reduction to healing decreases your survivability even more.
- Keep in mind however that the reduced overheal means that Medics receive Ubercharge at an increased rate.
- The Holiday Punch can stun Hale in a laughing animation, allowing your team to get in some free damage. However, if Hale takes too much damage, his stun will be cancelled, knocking back those nearby.
工程师
- The Engineer, as well as the Medic, are the big support classes on your team. Each of your buildings serves a very good purpose.
- Try to hide your Dispenser out of sight in places where Hale must go out of his way to reach or where he won't easily find it. Communicating to your team where you have placed it can be helpful to ensure they have a safe place to retreat to. If it is destroyed, build a new one as soon as possible; your team will soon run low on ammo without it.
- Build your Sentry Gun guarding locations where Hale is likely to spend time in to slowly chip away at his health as he fights your teammates.
- Sentry Guns can be rebuilt; your teammates cannot. Placing a Sentry in the open can be a great distraction and waste Hale's time while your teammates use the downtime to heal or pile damage on him.
- Teleporters can be used as a quick escape tool when Hale gets near.
- If your team is running out of ammo and you don't have a Dispenser set up, you can convert your Metal to ammo by constructing a building and immediately demolishing it. Each building drops 4 gibs when destroyed (aside from the Dispenser, which drops 5), each gib the equivalent of a medium ammo pack.
- The Eureka Effect can help you hide personal Teleporters more easily or escape while your Teleporter entrance recharges, but beware of the long taunt animation preceding your escape.
- Dispensers, Teleporters, and Sentry Guns can be used to physically block Hale's movement on the ground. Barricading doorways or corridors like this can slow him greatly, allowing your team more time to damage him. Remember that buildings alone are extremely vulnerable to Hale's Sweeping Charge.
- Teleporters are only effective for blocking ramps and inclines where the incline prevents Hale from simply walking over it. Make sure your teammates know where the barricade is, or they may get stuck while fleeing from Hale.
- The Rescue Ranger is extremely useful for saving your buildings from a safe distance when Hale attacks, as well as maintaining buildings built by other dead or busy Engineers. Be careful when teleporting a building, as it leaves behind a trail towards your location.
- When using the Frontier Justice, remember that your Sentry Gun will be credited with one assist for every 200 damage dealt to Hale.
- Level 1 Sentry Guns grant a Revenge Crit between every 5-11 seconds, a level 2 grants one between every 3-7 seconds, a level 3 grants one between every 2-7 seconds, and a Mini-Sentry grants one around every 20 seconds.
医生
- Medics take only 70% damage from Hale's fist, allowing you to survive a hit.
- 优先治疗最靠近霍尔的玩家,他们是最危险的。
- The stock Medi Gun's ÜberCharge is best used on teammates that can deal large amounts of damage, either if they are about to die or if they are very close to Hale. This can force him away while dealing a lot of damage.
- Changing targets during ÜberCharge is very important, considering the Saxton Hale player may focus on other teammates close to him when he sees someone being ÜberCharged.
- If you have a full stock ÜberCharge, try using yourself as bait. Lead Hale away from the main battle whilst your teammates deal large amounts of damage to him. Once he gets close, use the ÜberCharge on yourself and use the increased knockback you receive to make your escape, wasting Saxton's time.
- Try to bait Hale into wasting his Saxton Punch! by ÜberCharging the player he is targeting.
- This strategy is especially effective when Hale has Saxton Punch! ready, as without overheal you are guaranteed to die from it. In general, Saxton will know about this, so try to ÜberCharge just before he hits you with it to waste the potential killing power of it.
- You can extend your ÜberCharge while it's going by hitting Hale with the Ubersaw.
- The Kritzkrieg is a great damage dealer, but as a trade off it makes you and other allies more vulnerable during Über. Considering equipping it only if there is another Medic running the default Medi Gun.
- Just like in normal gameplay, there are classes that are generally better to heal and ÜberCharge as a Medic, though you should heal everyone regardless. Below is a list with the advantages and disadvantages of some classes.
- Heavies are generally not a great pocket but is a great target to occasionally overheal completely, due to his immense damage output even with his damage reduction and his big health pool, to the point where with full overheal he can survive 2 punches from Hale, and survive 1 Saxton Punch!. Consider ÜberCharging a Heavy when Hale starts focusing him, as this will either result in the Heavy doing a lot of damage or Hale switching targets.
- Demomen usually aren't the best ÜberCharge target, as his weapons are more suited to less mobile opponents, although his sticky traps can be deadly if paired with a Kritzkrieg. Demoknight, however, is a wonderful ÜberCharge target, as his melees deal superb damage and can quickly shred through his health. This is amplified by the Eyelander and the Half-Zatoichi, both of which allow Demoknight to better engage Saxton. Also note that your ÜberCharge prevents his shield from breaking.
- Soldier is a good healing target, as his damage output and health means he can go toe to toe with Saxton often, which is helped if you heal and overheal him. An overheal can allow him to sustain a single hit and then use a rocket jump to escape. A Soldier with the Half-Zatoichi is especially dangerous to Saxton and is a good ÜberCharging target.
- Pyro is a wonderful pocket, as their decent speed and reliable damage from their Flame Thrower means that Pyros can very quickly burn through Saxton's health, especially with the Kritzkrieg. Pyros can also provide protection, as their airblast can throw Saxton away from you, keeping you safe! However, be careful that Saxton is not between the Pyro and you because the Pyro may have to choose between saving themself with an airblast and putting you in danger or dying. The best time to ÜberCharge a Pyro is generally in more enclosed spaces, where they can deal the most damage.
狙击手
- High areas give a better vantage point on Saxton's head and have an escape route downward if he spots you.
- 狙击手的独狼玩法使其很容易被单独击破。尝试通过藏身于隐蔽的地点,频繁更换位置来躲避霍尔的注意,或计划一条通往队友的路线。
- The Sydney Sleeper is a great support tool to shoot Hale from far away and increase your team's damage output.
- The Bazaar Bargain is highly recommended, as its higher charge rate increases your damage output greatly.
- The Machina has the potential to deal large amounts of damage, but also has a larger chance of giving away your position to Hale.
- Although very risky, the Huntsman and the Fortified Compound taunt kill can be used to stun Hale, allowing your team to pile on some damage for free.
- Saxton Hale breaks out of the stun once too much damage has been done to him, knocking back and damaging those nearby him.
间谍
- Use the Dead Ringer to survive a hit from Saxton. Consider luring him away from your team first to buy more time for them to deal damage.
- The Kunai and the Big Earner on kill effects trigger on backstab, allowing you to escape more easily.
- Consider disguising as a friendly teammate with the Disguise Kit to conceal that you are a Spy or gain the Enforcer's damage bonus.
- Consider disguising as a friendly Scout, as they will commonly use the Baby Face's Blaster, masking your slower movement speed.
- It also is better for hiding due to the Scout's smaller stature, in addition to the fact Hales will commonly not check their back if they think it is simply a Scout behind them.
- Disguising as a friendly Medic can also divert Saxton Hale's attention if you use the Dead Ringer, as it can lure Hale into a disadvantageous position thinking they are chasing a Medic, when they are in fact a particularly devious Spy.
- Disguising as a Heavy or Soldier is ill-advised if you are not using the Dead Ringer, as Hales commonly target these classes due to their high damage output.
- Consider disguising as a friendly Scout, as they will commonly use the Baby Face's Blaster, masking your slower movement speed.
- It should be noted that due Spy's knives registering a hit the moment you press primary fire (默认按键:MOUSE1), wall climbing is slightly easier and you can gain more height.