Difference between revisions of "Chokepoint"

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In ''Team Fortress 2'', many [[maps]] vary between tight and wide open spaces in order to provide proper balance to all classes. Common chokepoint placement on maps in the game include turns and bends of the track path in [[Payload]] maps, and between capture points on [[Control Point (game mode)|Control Point]] maps.
 
In ''Team Fortress 2'', many [[maps]] vary between tight and wide open spaces in order to provide proper balance to all classes. Common chokepoint placement on maps in the game include turns and bends of the track path in [[Payload]] maps, and between capture points on [[Control Point (game mode)|Control Point]] maps.
  
Chokepoints have a unique advantages towards certain Character Classes, for example - a [[Pyro]] is able to wait outside where a chokepoint may occur for enemies to pass within the short range of the [[Flamethrower]]. A [[Heavy]] will be able to stand in a doorway or entrance whilst firing his [[Minigun]] to stop enemy playes passing through. A [[Spy]] could also utilise these by waiting for an enemy to pass through.
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Chokepoints have a unique advantages towards certain Character Classes, for example - a [[Pyro]] is able to wait outside where a chokepoint may occur for enemies to pass within the short range of the [[Flamethrower]]. A [[Heavy]] will be able to stand in a doorway or entrance whilst firing his [[Minigun]] to stop enemy players passing through. A [[Spy]] could also utilise these by waiting for an enemy to pass through.
  
 
== See also ==
 
== See also ==

Revision as of 10:25, 22 February 2012

Chokepoint is a strategy term that refers to any enclosed space where large numbers of players are forced to pass through. Typically, a chokepoint will be preceded by open spaces. For example, a narrow corridor or doorway may be known as a chokepoint if it connects to a wide open area. Chokepoints are important elements to consider strategically, as it enables the player to ambush an area more effectively due to the nature of a chokepoint's closed space.

In Team Fortress 2, many maps vary between tight and wide open spaces in order to provide proper balance to all classes. Common chokepoint placement on maps in the game include turns and bends of the track path in Payload maps, and between capture points on Control Point maps.

Chokepoints have a unique advantages towards certain Character Classes, for example - a Pyro is able to wait outside where a chokepoint may occur for enemies to pass within the short range of the Flamethrower. A Heavy will be able to stand in a doorway or entrance whilst firing his Minigun to stop enemy players passing through. A Spy could also utilise these by waiting for an enemy to pass through.

See also