Difference between revisions of "Community Badlands (Arena) strategy"

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(There's actually plenty of ammo on this map for the Demo section. For the Heavy section, I just reworded a bit.)
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* The crates by the control point can be used to gain a minor height advantage. This will allow you to get the maximum amount of splash damage on the enemy.
 
* The crates by the control point can be used to gain a minor height advantage. This will allow you to get the maximum amount of splash damage on the enemy.
 
* Rocket jumping costs a significant portion of the Soldier's health and should be avoided unless [[Medic]]s or [[Dispenser]]s are available. Use the Gunboats over other secondary weapons as backwards rocket jumping is very useful for covering long distances.
 
* Rocket jumping costs a significant portion of the Soldier's health and should be avoided unless [[Medic]]s or [[Dispenser]]s are available. Use the Gunboats over other secondary weapons as backwards rocket jumping is very useful for covering long distances.
** It would be more advisable to use the [[Shotgun]] if there are friendly Medics or Dispensers available, picking off weakened enemies.
+
** It would be more advisable to use the [[Shotgun]] if there are friendly Medics or Dispensers available, letting you pick off weakened enemies.
  
 
=== {{class link|Pyro}} ===
 
=== {{class link|Pyro}} ===
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* Sticky traps can be effectively placed on the left side of the enemy house to thwart incoming enemies that have opted not to pass through the house.  
 
* Sticky traps can be effectively placed on the left side of the enemy house to thwart incoming enemies that have opted not to pass through the house.  
 
* Enemies coming out of the valley across the bridge from the house have a lot of cover to hide their approach, but well-placed stickies will make their stay a short one. Place your traps around the numerous corners and ensure you distribution can take out weakened enemies running back to their spawn in search of a [[Medic]] or [[Dispenser]].
 
* Enemies coming out of the valley across the bridge from the house have a lot of cover to hide their approach, but well-placed stickies will make their stay a short one. Place your traps around the numerous corners and ensure you distribution can take out weakened enemies running back to their spawn in search of a [[Medic]] or [[Dispenser]].
* [[Stickyjump]]s can be utilized effectively on this map. If done correctly, a single Stickyjump may propel a Demoman across the entirety of the primary battle area.
+
* [[Stickyjump]]s can be utilized effectively on this map. If done correctly, a single Stickyjump will propel a Demoman across the entirety of the primary battle area.
 
* A Demoman with the [[First Blood]] buff can easily wipe out the majority of the enemy team. Stickyjump quickly to the enemy house and score a kill before proceeding to wreak havoc on the team with your [[Critical hits|Critical]] Stickies while they are still bunched together. The key to this strategy lies in making it to the other team before they have a chance to spread out.
 
* A Demoman with the [[First Blood]] buff can easily wipe out the majority of the enemy team. Stickyjump quickly to the enemy house and score a kill before proceeding to wreak havoc on the team with your [[Critical hits|Critical]] Stickies while they are still bunched together. The key to this strategy lies in making it to the other team before they have a chance to spread out.
 
* Use your [[Grenade Launcher]] to flush out weakened enemies hiding in the houses or behind the train cars on the bridge, ideally forcing them into an [[Ambush]].
 
* Use your [[Grenade Launcher]] to flush out weakened enemies hiding in the houses or behind the train cars on the bridge, ideally forcing them into an [[Ambush]].
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* As a Spy, you must be careful in the tight confines of the buildings, as it is quite easy to bump into an enemy and blow your cover.
 
* As a Spy, you must be careful in the tight confines of the buildings, as it is quite easy to bump into an enemy and blow your cover.
 
* Spray damage will be large in the open areas. Try to stay out of the choke point.
 
* Spray damage will be large in the open areas. Try to stay out of the choke point.
* Getting on top of the crates would let you pick off weak enemies with your [[Revolver]] while not letting them getting easy hits on you.
+
* Getting on top of the crates would let you pick off weak enemies with your [[Revolver]] while not letting them get easy hits on you.
  
 
== See also ==
 
== See also ==

Revision as of 06:54, 20 June 2012

Community Badlands (Arena) strategy
Arenabadlands.jpg
Basic Information
Developer(s): {{{map-developer}}}
Map Photos
Loading screen photos.

General (All Classes)

  • Unlike in other versions of Badlands, the Arena version has water, located under the small bridges by the spires. If you are on fire and a Medic is nowhere to be seen, this area should be the first place you go to as burn damage can severely cripple your chances of winning.
  • Firing on enemy choke points is an effective way to deal damage on this map. Even if no enemies are killed, they will be likely be heavily weakened. Try to aim for Medics like in most Arena maps.

Class-specific strategy

Leaderboard class scout.png Scout

  • The Scout's extra speed allows him to quickly loop back behind the enemy team by running under the bridge to flank the enemy team.
  • The house is a very tight area, crippling the Scout's ability to dodge enemy fire thus it is not advisable to enter the house if the enemy team is in it.

Leaderboard class soldier.png Soldier

  • The crates by the control point can be used to gain a minor height advantage. This will allow you to get the maximum amount of splash damage on the enemy.
  • Rocket jumping costs a significant portion of the Soldier's health and should be avoided unless Medics or Dispensers are available. Use the Gunboats over other secondary weapons as backwards rocket jumping is very useful for covering long distances.
    • It would be more advisable to use the Shotgun if there are friendly Medics or Dispensers available, letting you pick off weakened enemies.

Leaderboard class pyro.png Pyro

  • Badlands has many open spaces that allow classes with ranged weaponry to harass Pyros very effectively. Scouts are particularly dangerous.
  • The Axtinguisher/Postal Pummeler allows Pyros to make fast, clean kills without taking much damage.
  • The First Blood critboost effect significantly extends the effective range of the Shotgun.
  • Try going around the House and in the side entrance to get the drop on the enemy from behind. This method is even more effective with the Degreaser and the Axtinguisher as you can quickly eliminate enemies.
  • Try to use the Flare Gun because of the wide open spaces in the central area.
    • Aiming the Flare Gun at the enemies' House could ignite an opponent, weakening the opponent.

Leaderboard class demoman.png Demoman

  • Sticky traps can be effectively placed on the left side of the enemy house to thwart incoming enemies that have opted not to pass through the house.
  • Enemies coming out of the valley across the bridge from the house have a lot of cover to hide their approach, but well-placed stickies will make their stay a short one. Place your traps around the numerous corners and ensure you distribution can take out weakened enemies running back to their spawn in search of a Medic or Dispenser.
  • Stickyjumps can be utilized effectively on this map. If done correctly, a single Stickyjump will propel a Demoman across the entirety of the primary battle area.
  • A Demoman with the First Blood buff can easily wipe out the majority of the enemy team. Stickyjump quickly to the enemy house and score a kill before proceeding to wreak havoc on the team with your Critical Stickies while they are still bunched together. The key to this strategy lies in making it to the other team before they have a chance to spread out.
  • Use your Grenade Launcher to flush out weakened enemies hiding in the houses or behind the train cars on the bridge, ideally forcing them into an Ambush.


Leaderboard class heavy.png Heavy

  • The Sandvich is very valuable in Arena owing to the lack of health pickups.
    • Drop your Sandvich for your Medic if the Medic is on fire, or have low health.
  • The bridge is small enough that the Minigun will kill any opposing players extremely quickly. However, the crates provide excellent cover for enemies to hide behind.
  • The bridge is extremely exposed to any enemy Snipers in the valley.
  • Constantly check for Spies behind your back, or get your Medic to do it.
  • Going to the opposing spawn early on in the round may be advantageous. Make sure not to take a route going near the bridge, as the element of surprise may be lost if you are seen crossing the bridge. With this route you will be able to destroy the un-upgraded Engineer buildings, but be sure to bring a Medic and a Sandvich incase you lose the element of surprise and are fired at.

Leaderboard class engineer.png Engineer

  • A Sentry Gun in the house pointed through the window onto the point effectively keeps the enemy team off the point. The nearby ammunition supplies make this location easy to setup at.
  • Try to make your sentry level three before moving the sentry to the ledge, unexpected enemies will run into its range.
  • Dispensers placed in the building by spawn or in your house provide your teammates with a safe place to heal and to restock on ammunition.

Leaderboard class medic.png Medic

  • Medics are essential on this map due to the lack of health pickups.
  • Badlands is a particularly large arena map, which means that there is plenty of space to hide in. The Medic's regeneration is invaluable on this health-starved map.

Leaderboard class sniper.png Sniper

  • Snipers on the bridge and at either end of the valley can see most of the map and can pick off enemies with ease.
  • Snipers have an almost unique ability in the late game to deal with turtling Engineers. They can kill the Engineer without ever coming within Sentry Gun range. However, the Wrangler does give the Engineer an effective way to fight back.

Leaderboard class spy.png Spy

  • At the start of a round, if the Spy goes under the bridge he will have an advantage to go around and backstab anyone leaving the House.
  • As a Spy, you must be careful in the tight confines of the buildings, as it is quite easy to bump into an enemy and blow your cover.
  • Spray damage will be large in the open areas. Try to stay out of the choke point.
  • Getting on top of the crates would let you pick off weak enemies with your Revolver while not letting them get easy hits on you.

See also