Difference between revisions of "Community Kong King strategy"

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==General (All Classes)==
 
==General (All Classes)==
 
* This map is one of the widest King of the Hill maps in Team Fortress 2. Choose your route carefully and learn the various roaming and flanking possibilities.
 
* This map is one of the widest King of the Hill maps in Team Fortress 2. Choose your route carefully and learn the various roaming and flanking possibilities.
 +
* If possible, be creative when you want to jump around in different locations. The urban nature of the map offers a lot of unexpected jump opportunities.
 
* Also, the capture point of Kong King is one of the few that can be accessed by two floor levels: upstairs (main) and downstairs. While defending the capture point, pay special attention to the lower level since the most effective flanks are usually conducted from below.
 
* Also, the capture point of Kong King is one of the few that can be accessed by two floor levels: upstairs (main) and downstairs. While defending the capture point, pay special attention to the lower level since the most effective flanks are usually conducted from below.
  
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=== {{class link|Soldier}} ===
 
=== {{class link|Soldier}} ===
 
* Consider using the [[Disciplinary Action]] to cover the distance between the Spawn and the Cap.
 
* Consider using the [[Disciplinary Action]] to cover the distance between the Spawn and the Cap.
* A roaming Soldier is not useful enough on this map. Instead, cover up the barracks and the opposing team's stairs, along with helping people capturing/defending the point.
+
* A roaming Soldier is not useful enough on this map. Instead, cover up the the opposing team's stairs and corridor, along with helping people capturing/defending the point.
 
* If you like rocket jumping, jump at the top of the Pagode's Roof and start raining down rockets from there. You can see the whole upper level and you can proceed to picking off key targets, such as Sentry Guns.
 
* If you like rocket jumping, jump at the top of the Pagode's Roof and start raining down rockets from there. You can see the whole upper level and you can proceed to picking off key targets, such as Sentry Guns.
  
 
=== {{class link|Pyro}} ===
 
=== {{class link|Pyro}} ===
 
* You probably have the best flanking opportunities on this map. Either downstairs or in any of the corridors, any flamethrower will be lethal and hard to counter.
 
* You probably have the best flanking opportunities on this map. Either downstairs or in any of the corridors, any flamethrower will be lethal and hard to counter.
* When standing on the point, do the usual spycheck and perform a continous back and forth going down to one team's lower level, then up, then down again to the other team's downstairs. This will heavily hinder the flanking capabilities of the other team and make you quite hard to catch due to the vertical movement. In case you get injured, both of these sides offer a medium health pack at the end of the corridor.
+
* When standing on the point, do the usual spycheck and perform a continous back and forth going down to one team's lower level, then up, then down again to the other team's downstairs. This will heavily hinder the flanking capabilities of the other team and make you quite hard to catch due to the vertical movement. In case you get injured, both of these sides offer a medium health pack at the middle of the downstairs tunnel.
  
 
=== {{class link|Demoman}} ===
 
=== {{class link|Demoman}} ===
 
* The corner-ish nature of the Cap is perfect for hiding sticky traps. Consider using the [[Scottish Resistance]] for a better defense.
 
* The corner-ish nature of the Cap is perfect for hiding sticky traps. Consider using the [[Scottish Resistance]] for a better defense.
* Another place to hide a good sticky trap is behind the corner of the barracks (the tunnel after the bridge that leads to the main area).
+
* Another place to hide a good sticky trap is behind the corner of the enemy's corridor after their bridge.
  
 
=== {{class link|Heavy}} ===
 
=== {{class link|Heavy}} ===
 
* If your team is short of Teleporters the [[Gloves of Running Urgently]] are vital in this map.
 
* If your team is short of Teleporters the [[Gloves of Running Urgently]] are vital in this map.
 
* While to the wide open nature of the map, your job on defending the point will be harder, especially because the cap can be attacked by four sides.
 
* While to the wide open nature of the map, your job on defending the point will be harder, especially because the cap can be attacked by four sides.
* Try to run in circle around the upper level and pay special attention to the barracks and the stairs, as the players that will go to these narrow routes will have quite the hard time on dodging your bullets.
+
* Try to run in circle around the upper level and pay special attention to the corridor and the stairs, as the players that will go to these narrow routes will have quite the hard time on dodging your bullets.
  
 
=== {{class link|Engineer}} ===
 
=== {{class link|Engineer}} ===
 
* Teleporters are vital. Two good hiding spots for the exit are behind the wall in front of the main stairs that preceeds the pit to the lower level and between the bridge and the tunnel.
 
* Teleporters are vital. Two good hiding spots for the exit are behind the wall in front of the main stairs that preceeds the pit to the lower level and between the bridge and the tunnel.
* If you're using the Gunslinger, you can either hide your sentry behind a corner of the cap or just put it in front of the enemy barracks. Be prepared though, because as usual it will be destroyed quite often.
+
* If you're using the Gunslinger, you can either hide your sentry behind a corner of the cap or just put it in front of the enemy's corridor. Be prepared though, because as usual it will be destroyed quite often.
* If you want to use the reguar wrenches, remember that a safe spot does not exist, but there are still some points that could cause major disruption if you happen to land a level 3 sentry there.
+
* If you want to use the reguar wrenches, remember that a safe spot does not exist, but there are still some points that could cause major disruption if you happen to land a level 3 sentry there:
** Crouch Jump on the wall before the pit, then reach the small warehouse and put your sentry up there. It will be quite visible and you need to be fast, but it will be quite hard to dodge.
+
** Crouch Jump on the wall before the pit, then reach the small warehouse and put your sentry up there. It will be quite visible and you need to be fast, but it will be quite hard to dodge as it will cover a large portion of the upper area.
 
** The most common placement, however, will be at the lower level, where the sentry will be able to fire at the capture point while being downstairs. While it can be defended more effectively, you won't be able to cover the whole cap and there are edging possibilities.
 
** The most common placement, however, will be at the lower level, where the sentry will be able to fire at the capture point while being downstairs. While it can be defended more effectively, you won't be able to cover the whole cap and there are edging possibilities.
  

Revision as of 23:06, 17 August 2012

Community Kong King strategy
Kong King.png
Basic Information
Developer(s): {{{map-developer}}}
Map Info
Environment: Urban
Setting: Night
Map Photos
Loading screen photos.

This article is for learning how to play more effectively on Kong King.

General (All Classes)

  • This map is one of the widest King of the Hill maps in Team Fortress 2. Choose your route carefully and learn the various roaming and flanking possibilities.
  • If possible, be creative when you want to jump around in different locations. The urban nature of the map offers a lot of unexpected jump opportunities.
  • Also, the capture point of Kong King is one of the few that can be accessed by two floor levels: upstairs (main) and downstairs. While defending the capture point, pay special attention to the lower level since the most effective flanks are usually conducted from below.

Class-specific strategy

Leaderboard class scout.png Scout

  • As a Scout, you are one of the main roaming classes. Don't stick at the point for too long, but take advantage of the alternative routes the map offers to knock off unaware enemies.
  • Medium/Long range weaponry is advised, like the Shortstop or the Flying Guillotine, which goes particularly well with the Sandman or when you are ambushing the bridges and/or the team-colored stairs.

Leaderboard class soldier.png Soldier

  • Consider using the Disciplinary Action to cover the distance between the Spawn and the Cap.
  • A roaming Soldier is not useful enough on this map. Instead, cover up the the opposing team's stairs and corridor, along with helping people capturing/defending the point.
  • If you like rocket jumping, jump at the top of the Pagode's Roof and start raining down rockets from there. You can see the whole upper level and you can proceed to picking off key targets, such as Sentry Guns.

Leaderboard class pyro.png Pyro

  • You probably have the best flanking opportunities on this map. Either downstairs or in any of the corridors, any flamethrower will be lethal and hard to counter.
  • When standing on the point, do the usual spycheck and perform a continous back and forth going down to one team's lower level, then up, then down again to the other team's downstairs. This will heavily hinder the flanking capabilities of the other team and make you quite hard to catch due to the vertical movement. In case you get injured, both of these sides offer a medium health pack at the middle of the downstairs tunnel.

Leaderboard class demoman.png Demoman

  • The corner-ish nature of the Cap is perfect for hiding sticky traps. Consider using the Scottish Resistance for a better defense.
  • Another place to hide a good sticky trap is behind the corner of the enemy's corridor after their bridge.

Leaderboard class heavy.png Heavy

  • If your team is short of Teleporters the Gloves of Running Urgently are vital in this map.
  • While to the wide open nature of the map, your job on defending the point will be harder, especially because the cap can be attacked by four sides.
  • Try to run in circle around the upper level and pay special attention to the corridor and the stairs, as the players that will go to these narrow routes will have quite the hard time on dodging your bullets.

Leaderboard class engineer.png Engineer

  • Teleporters are vital. Two good hiding spots for the exit are behind the wall in front of the main stairs that preceeds the pit to the lower level and between the bridge and the tunnel.
  • If you're using the Gunslinger, you can either hide your sentry behind a corner of the cap or just put it in front of the enemy's corridor. Be prepared though, because as usual it will be destroyed quite often.
  • If you want to use the reguar wrenches, remember that a safe spot does not exist, but there are still some points that could cause major disruption if you happen to land a level 3 sentry there:
    • Crouch Jump on the wall before the pit, then reach the small warehouse and put your sentry up there. It will be quite visible and you need to be fast, but it will be quite hard to dodge as it will cover a large portion of the upper area.
    • The most common placement, however, will be at the lower level, where the sentry will be able to fire at the capture point while being downstairs. While it can be defended more effectively, you won't be able to cover the whole cap and there are edging possibilities.

Leaderboard class medic.png Medic

  • Medic play the usual pocket role on this map, stay near Heavies, Soldiers or Demomen and watch your back to counter flankings accordingly. Tell your pocket to watch the entrances as described above.
  • If your patient wants to camp the spawn, be aware that it has three different exits and usually it's a lousy strategy.
  • Due to the general spam that happens on the main area, using the Quick-Fix is not advised.
  • Even if the area around the cap is wide, the cap itself is quite narrow on its movement possibilities. Consider the Crusader's Crossbow in order to randomly damage enemies/heal allies fighting on or around it.

Leaderboard class sniper.png Sniper

  • Even if this map is wide, you'll rarely have a clear shot due to the walls, signs and roofs that characterize the main area. Change your position frequently and be prepared to fight close-quarters enemies. Using the Machina or the Cozy Camper is not advised.
  • If you use any Sniper Rifle, you can either stand on the furthermost corners of the main area and pick off targets from there, or go downstairs and shoot down attacking players from below. If you feel like roaming a bit more, you can
  • As always, the Jarate is particularly effective when thrown on the control point when full of enemies and it's one of the best supportive plans to follow on this map. You can also play a denial role if you choose to fire a bunch of Huntsman arrows on the capture point.

Leaderboard class spy.png Spy

  • As a Spy, your role is to stay on the enemy side of the map, sap buildings (lack of Teleporters will significantly slow the enemy down!) and start picking lone players that will then walk from the spawn to the capture point. Using the Saharan Spy set (or just Your Eternal Reward) with the Cloak and Dagger could be quite effective in order to achieve this task undetected.
  • Even if taking over the control point could be difficult because it doesn't offer many backstab opportunities (you can try to sneak behind the stairs, but expect those sides to be watched), you can still manage to get Ambassador headshots on Snipers and other standing players from the corners of the higher level.