Difference between revisions of "Community Ravine strategy"

From Team Fortress Wiki
Jump to: navigation, search
m (Filtered Community Ravine strategy: EnforceCapitalization(Flamethrower), (Content filters applied to links) (Review RC#425288))
(Now there's something here, at any rate.)
Line 10: Line 10:
  
 
== {{class link|Soldier}} ==
 
== {{class link|Soldier}} ==
 
+
* Given the opportunity, you can [[rocket jump]] onto the roofs of some buildings in Ravine. Use the advantage of the high ground to abuse the classes that cannot reach your position easily.
  
 
== {{class link|Pyro}} ==
 
== {{class link|Pyro}} ==
Line 17: Line 17:
  
 
== {{class link|Demoman}} ==
 
== {{class link|Demoman}} ==
 
+
* Staying away from Ravine's more open yard areas can allow you to guard the map's more cramped passageways easily. The indoors provide plenty of opportunities to lay down sticky bomb traps, and little room to avoid grenades.
  
 
== {{class link|Heavy}} ==
 
== {{class link|Heavy}} ==
 
+
* For the first half of the round, staying near the open area near your team's spawn room can be advantageous, as the absence of cover in the region could prevent a serious push by enemies into your team's side. Pursuing enemies indoors will allow them to use Ravine's many corners against you.
  
 
== {{class link|Engineer}} ==
 
== {{class link|Engineer}} ==
Line 29: Line 29:
  
 
== {{class link|Sniper}} ==
 
== {{class link|Sniper}} ==
 
+
* While standing on the control point itself is often dangerous, looking through Ravine's central building can afford you a clear shot from one side of the map to the other.
  
 
== {{class link|Spy}} ==
 
== {{class link|Spy}} ==
 
+
* The winding paths of Ravine's indoor areas allow spies to lose pursuers with ease. Dodging around a corner and cloaking to escape is often easier due to the winding nature of the area.
  
  

Revision as of 23:55, 25 March 2011

Ravine strategy.

General

  • Cover is substantially more common towards the edges of the map. Working your way from outside-in allows for greater protection and a possibly way to set up chokepoints with properly placed teammates.

Leaderboard class scout.png Scout

  • Make sure that there is an Engineer or Medic as health will be lost easily. The tight corners of this map make for almost assured surprises from the enemy team. Use the Pistol to chip away at their health from a safe distance if at all possible.

Leaderboard class soldier.png Soldier

  • Given the opportunity, you can rocket jump onto the roofs of some buildings in Ravine. Use the advantage of the high ground to abuse the classes that cannot reach your position easily.

Leaderboard class pyro.png Pyro

  • Stick to the edges as there is much more cover. This is also a good level for the Backburner as flanking opponents is common. Keep in mind, most flaming enemies will retreat to the water on the edges of the map. Take up a camping position to finish off weakened foes.
  • Due to there being no Health Packs in this level, Make sure to defend the Engineers Sentry Gun (If there is one) so you may continue to replenish your Flamethrower fuel and health, and help teammates.

Leaderboard class demoman.png Demoman

  • Staying away from Ravine's more open yard areas can allow you to guard the map's more cramped passageways easily. The indoors provide plenty of opportunities to lay down sticky bomb traps, and little room to avoid grenades.

Leaderboard class heavy.png Heavy

  • For the first half of the round, staying near the open area near your team's spawn room can be advantageous, as the absence of cover in the region could prevent a serious push by enemies into your team's side. Pursuing enemies indoors will allow them to use Ravine's many corners against you.

Leaderboard class engineer.png Engineer

  • Build a Dispenser and Sentry Gun directly outside of your spawn room, so teammates can come back and heal in safety.

Leaderboard class medic.png Medic

  • As with all Arena maps, any Medic on the team is priceless, particularly here as there are no health pickups. Stay away from any Pyro rush and dodge fire as you will be the most targeted player.

Leaderboard class sniper.png Sniper

  • While standing on the control point itself is often dangerous, looking through Ravine's central building can afford you a clear shot from one side of the map to the other.

Leaderboard class spy.png Spy

  • The winding paths of Ravine's indoor areas allow spies to lose pursuers with ease. Dodging around a corner and cloaking to escape is often easier due to the winding nature of the area.