Community Terror strategy/ro

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Terror
Pl terror event.png
Informaţii de bază
Tipul hărţii: Încărcătură
Numele fişierului: pl_terror_event
Data de lansare: Patch-ul din 5 octombrie 2021
(Scream Fortress XIII)
Variants: Smissmas
Dezvoltator(i): Tomi "ICS" Uurainen
Informaţii despre hartă
Mediu: Halloween
Scenariu: Night
Pericole: Pumpkin bombs, Pitfalls,
Stygian waters, Ghost, Skeletons
Hazards (Underworld): Health drain, Lava
Bot support: Da
Obiecte din hartă
Healthico.png Kituri de viață: Healthbar.png ×8  •  Healthpie.png ×9
Ammoico.png Cutii de muniție: Smallammo.png ×7   •   Mediumammo.png ×7   •  
Largeammo.png ×6
TF2 crosshair.png Special: Gargoyle Ghost.png   •   Pumpkin.png
Poze cu harta
Loading screen photos.
Vedere de deasupra
Terror overview.png

This article is about Community Terror strategy.

Note: It is recommended to read the main Terror article first to become familiar with the names of key map locations used in this article.

General strategy

Offense

Checkpoint A

  • Taking over the Front Yard should be a relatively easy task for Blu, as there is no Chokepoints which need to be pushed through.
  • There are multiple flank routes going around the Red Shed, both on its right and left side. Allowing the attackers to make coordinated attacks from multiple directions.

Checkpoint B

  • Once the defenders are pushed down the Slope, the Blu team should gain an easily exploitable High ground advantage.
  • The Old Geeser is excellent for flanking behind unaware Red teammates, and taking out their key targets. It's also useful for reaching Mann Mannor via the Bridge.

Checkpoint C

  • This section of the map is quite open indeed, once again giving the Blu team the upper hand.
  • Mann Mannor is yet another flank route which can be utilized to great effect due to its accessibility.

Checkpoint D

  • Since the entire checkpoint D is housed inside the compact building of Casali Shafting, Magic Spells such as the Ball O' Lightning or Meteor Shower are very effective when it comes to clearing out Red's defensive entrenchments.

Checkpoint E

  • It is important for the attackers to remember that they need to pass by the entire Red spawn before reaching the Pit. Due to this, the tactic of "Spawn camping" is a perfectly valid one.

Defense

Checkpoint A

  • It is not recommended to try and defend the Front Yard too hard, as it is hardly of any strategic importance, and can be easily captured by the Blu. Therefore, Red members should always be ready for a quick retreat towards the Red Shed, where a lot more feasible defense can be made.

Checkpoint B

  • Try to defend the top of the Slope as fierce as possible, since if the Blu team gets a hold of it, they will gain a big height advantage over the Reds. In the case that this happens, the Slope can be retaken back from the Old Geeser, which offers another avenue approach towards it.

Checkpoint C

  • The Bridge offers excellent height advantage and immediate access to the Old Geeser and Mann Mannor, making it an important position to hold.
  • If the Bridge is captured, Red defenders should expect a whole lot of attackers rushing through the Mann Mannor. So be prepared.
  • The narrow pass through which the Cart travels is very long, making Ball O' Lightning an excellent spell to be deployed here.

Checkpoint D

  • Pumpkin MIRV can be used to place hazards on the two entrances leading up to the Casali Shafting complex, thus delaying the attackers.

Checkpoint E

  • Attackers will often be contempt with spawn camping the Red before pushing in the Cart, opening up opportunities for a well laid trap.

Class-specific strategy

Leaderboard class scout.png Scout

Offense

Checkpoint A

  • The Front yard is very open and spacious, allowing you to take more aggressive positions and secure a lot of kills. Just watch out for any Sentry Guns nearby.
  • If traversing the Red Shed is too dangerous, you can make use of a flank route wrapping around it from the left side.

Checkpoint B

  • Although the temptation to rush down the Slope and immediately start engaging enemies might be big, a wiser play would consist of sneaking through the Old Geeser and ending up behind the opponents, putting you in a lot more advantageous position.

Checkpoint C

  • Since this particular checkpoint is relatively vast and open, weapons with long range capabilities, such as the Pistol or the Shortstop, can be more beneficial then stock.

Checkpoint D

  • Try not to spend to much time fighting inside the Casali Shafting building, as its cramped corridors will severely restrict your movement and leave you prone to a lot more damage then usual. Not to mention the numerous Sentry Guns commonly present here.
  • The Mad Milk is quite useful here, as the close-quarters nature of checkpoint D opens up opportunities to douse multiple people at once.

Checkpoint E

  • You can use your Double Jump ability to jump across the Pit and reach the Outhouse faster.

Defense

Checkpoint A

  • Make use of the rocks present within the Front Yard by constantly jumping on them, thus making it harder to hit you.
  • Red Shed's numerous doorways and corridors make it an excellent place to utilize "hit-and-run" tactics, especially with a fast firing weapon such as the Force-A-Nature

Checkpoint B

  • If the Slope gets taken by Blu, try to be aggressive and cause a distraction, so that friendly teammates can recapture it more easily.

Checkpoint C

  • The Scout's double jump ability can be used to quickly reach the Bridge (and subsequently the Old Geeser), surprising any opponents which weren't expecting you there.
  • Just like your Blu counterpart, the use of long range weaponry is recommended, due to the open nature of this checkpoint.

Checkpoint D

  • As the attackers are pushing the Cart through the Casali Shafting, they will often forget about the Flank House, allowing you to easily sneak behind the entirety of Blu team and cause chaos in their backline. Even better if you have a powerful Spell ready to go.

Checkpoint E

  • Running circles around the Outhouse is a good way to confuse your opponents, and slightly delay their push.

Leaderboard class soldier.png Soldier

Offense

Checkpoint A

  • You can Rocket Jump on to a group of rocks right in the middle of the Front Yard, thus giving you a full overview of this area.
  • Your explosives will make short work of anyone found inside the Red Shed, so don't be too hesitant to go there.

Checkpoint B

  • Try to take over the Slope as fast as possible, as the High ground advantage that particular location provides is simply invaluable.
  • Assuming you are excellent at Soldier, it is possible to Rocket Jump from the Slope and onto the Cliffside Shed, putting you deep behind the enemy lines.

Checkpoint C

  • From the Bridge, you can bombard retreating enemies, who will have to pass under it.

Checkpoint D

  • If you and your team are struggling to break through the Casali Shafting building, equipping the Battalion's Backup might just turn the tides.

Checkpoint E

Defense

Checkpoint A

  • Adjacent to the Blu spawn, is a small section of the roof which can be accessed, granting you a small advantage in the process.
  • If there is a Kritzkrieg Medic nearby or you have just picked up a Crumpkin, you have potential to wipe out the entire Blu team grouping up together inside the Red Shed.

Checkpoint B

  • The Base Jumper can be used to float above the Slope for longer, thus ensuring that you have the upper hand even when pushed back.

Checkpoint C

  • The Bridge is an excellent position to defend from, as its elevated position greatly plays into your advantages. Just watch out for the Old Geese and Mann Mannor, from which enemies can run up to you.
  • The open and spacious areas of checkpoint C open up numerous opportunities for dive bombing attacks with the Air Strike.

Checkpoint D

  • Due to the unavoidable nature of close-quarters combat when fighting inside the Casali Shafting, the use of Direct Hit is heavily recommended, as its maximum ramp-up damage can one-shot a light class

Checkpoint E

  • If enemy fire is too severe, the Outhouse can serve as temporary cover.

Leaderboard class pyro.png Pyro

Offense

Checkpoint A

  • If you are opting in for a flank playstyle, the Thermal Thruster is your friend then, as you can use it to fly over the Front Yard and quickly reach the Red Shed.
  • The Rocks can serve as cover against Red Sentry Guns, who are your biggest counter.
  • Due to the Red Shed's relatively narrow structure, it can be quickly cleared out with the Phlogistinator and a friendly ÜberCharge.

Checkpoint B

  • The Slope's elevation can be nicely exploited by the Scorch Shot. Although the other Flare Guns can also make use of the aforementioned height advantage.
  • Don't forget that the Crossing exits, which can be used to quickly and quietly reach the Cliffside Shed.
  • You can also make your way through the Old Geeser and onto the Bridge, from which you can dropdown on passing enemies.

Checkpoint C

  • The Bridge can be quickly accessed with the help of the Detonator.

Checkpoint D

  • Other then pushing the Cart or Airblasting away enemy Projectiles, there isn't much you can do on this checkpoint alone. The vast number of Sentry Guns and tough defenses will prevent any solo play.

Checkpoint E

  • Airblast is an immensely powerful tool on this checkpoint, as it can be used to simply push the enemies back into their spawn, completely preventing any kind of a successful defense.

Defense

Checkpoint A

  • You should primarily stick to the Front Yard's left side, where there are a couple of corridors and buildings in which you can hide.
  • Due to the compact nature of the Red Shed and the environment around it, the Shotguns are probably more useful here then the Flare Guns, especially the Panic Attack.
  • Do remember that there multiple flank routes present on this checkpoint, which can work both against and for you.

Checkpoint B

  • If the attackers have already reached the Slope, you climb up the Crossing and reach their backline, at which point the Back Burner becomes very effective.

Checkpoint C

  • The Bridge serves as an excellent ambush spot, as you can dropdown from it and land right on the Cart.

Checkpoint D

  • Since there are, commonly, a lot of friendly Buildings present on this checkpoint, the first priority should be to protect them from any incoming Projectiles. Especially the Sentry Guns, as they are the real roadblocks to the Blu team.

Checkpoint E

Leaderboard class demoman.png Demoman

Offense

Checkpoint A

  • Charged up Sticky bombs can be launched at the Red Shed, where important targets such as Medics and Snipers are often located.
  • Due to arc of your Projectiles, the Front Yard's slight height disadvantage actually works in your favour.

Checkpoint B

  • If you wish to, you can perform a long Stickyjump all the way from Slope till the Cliffside Shed, landing you right behind enemy lines. However, doing this is not recommended, as a lone Demoman is easy picking for anyone.
  • The Slope's very long path makes it an excellent place to Charge for a long time, without being obstructed in the process. This especially favours the Claidheamh Mòr.

Checkpoint C

  • Sticky jumping your way up to the skies and then raining down hellfire while parachuting down is a viable strategy on this checkpoint, whose nature allows such a tactic.

Checkpoint D

  • Be careful while attacking the Casali Shafting building. While it is true that its chokey nature greatly benefits your explosives, people can easily get into your face and cause a lot of trouble. So be aware.
  • Since you can often expect multiple Sentry nests here, brining the Loch-n-Load isn't a bad idea.

Checkpoint E

  • If you want an easy path to victory, sticky trapping the entire Red spawn is the best solution available.

Defense

Checkpoint A

  • The Blu team really has only two exits leading out of their spawn, meaning that with some proper sticky traps, you could deny a lot of ground from them. Especially if you are using the Scottish Resistance
  • You can nicely hide your Stickies within the Rocks, which just happen to be conveniently located near the Cart's path.

Checkpoint B

  • Laying multiple traps inside the Crossing is certainly a good idea, since attackers will often traverse that location in order to quickly reach the Cliffside Shed. Same things applies to the Old Geeser, which is another location the Blu team desires.

Checkpoint C

  • Use the Arc of your projectiles to launch them over the Bridge and do some damage, without the opponents ever getting a glimpse of you.

Checkpoint D

  • The Scottish Resistance is once again useful, as there are only two entryways (At Blu's disposal) leading into the Casali Shafting, making the defensive Demoman playstyle useful.

Checkpoint E

Leaderboard class heavy.png Heavy

Offense

Checkpoint A

  • Red Snipers from the Red Shed will often be looking out for your head, so be aware of them. Taking the left spawn exit puts you behind more cover, severely mitigating this risk.
  • Pushing the Cart past the Red Shed is not recommended, as doing this will put you in a direct sightline spanning all the way from the old Geeser. Instead, leave it up for your team, or use the Fists of Steel while doing it.

Checkpoint B

  • If there are no Snipers located on top of the Cliffside Shed, then it would be relatively safe to push the Cart down the Slope. Don't forget about other enemies.

Checkpoint C

  • As the defenders are retreating from point B, you can drop down from the Bridge and block the escapees way.
  • If you have a Blast Jump Spell ready, you can use it to jump over the wooden barrier near the Tree, surprising many opponents by your unexpected appearance.

Checkpoint D

  • On this checkpoint, you should take a role of the Cart pusher, trying to carve out a path through the tough defenses found in Casali Shafting.

Checkpoint E

Defense

Checkpoint A

  • There are a couple of rocky positions you can take cover behind while shooting up enemies from within the Front Yard.
  • Inside the Red Shed, you are a relatively easy picking for any explosive class, who can use numerous corners to damage you without establishing line of sight. Due to this reason, it would be a wiser move to stay further back, around the Rocks.
  • The Second Banana is useful when playing around the left side, where you probably won't have a Medic at your disposal.

Checkpoint B

  • A flank-Heavy play style is particularly well suited for the Crossing area.
  • Slowing down the attacker's advance on the Slope is very important, meaning that the Natascha can be more beneficial then stock.
  • Watch out for Spies approaching from the Old Geeser.

Checkpoint C

  • The Tomislav's long range capability comes into play quite often on this checkpoint, since it is very open and spacious.
  • Try to stay somewhere around Mann Mannor, where there is plenty of cover against Snipers.

Checkpoint D

  • A key to achieving victory on this checkpoint would be a strong and brittle defense, something which the Brass Beast specializes in.

Checkpoint E

  • You can quietly stay revved up inside the Outhouse, patiently waiting for the attackers to come by and receive a surprise of their life.

Leaderboard class engineer.png Engineer

Offense

Checkpoint A

  • You should first build a Dispenser behind a group of rocks, so that your teammates pushing the cart can safely heal. Once your team manages to push out of the Front Yard, you can move it up to the Red Shed.
  • Due to the relatively shot distances at hand, setting up a Teleporter exit is not worth the hassle or the metal cost.

Checkpoint B

  • Your Sentry Gun can either watch the Crossing and make sure no Red members attempt a flank. Or it can be placed in a more useful, but dangerous position overviewing the Slope.
  • The Wrangler is quite handy when it comes to harassing Snipers on top of the Cliffside Shed.
  • Don't forget about the Dispenser, which is most commonly placed by the Crossing. From this location, it can heal teammates assaulting the Slope.
  • The Teleporter should also go in the Crossing, but if you want to do something unorthodox, you can try to set it up inside the Old Geeser. This way, recently teleported allies can make their way to the Bridge and flank around the defenders.

Checkpoint C

  • A nice place to establish a nest would be inside the Mann Mannor, to which your teammates can safely teleport to, launch attacks from and then fall back towards for health and ammo.

Checkpoint D

  • There is not much you can do on this checkpoint, other then to setup a base outside the Casali Shafting and patiently wait for your teammates to make a breakthrough.
  • Blu's spawn moves after the checkpoint C is captured, making your original Teleporter entrance useless. Also, there is not much of a need to build a new Teleporter exit, since the new spawn is located right beneath the main battlefield.

Checkpoint E

  • Putting your Teleporter exit inside the Flank House will condition your teammates to approach the Pit from another angle.

Defense

Checkpoint A

  • On the first checkpoint, you should first make a nest inside the Red Shed, which offers metal and some protection. Then, if your team manages to secure the entire Front Yard, you can move your Sentry up to a more aggressive position, such as the Low-hanging Roof.
  • The Teleporter exit is best located somewhere behind the Red Shed.

Checkpoint B

  • If your team is competent, you should place your Sentry Gun alongside your Dispenser up on the Slope, where they will help out your team the most.
  • However, if the opposite is true, then you should move your gear further back.
  • Watch out flanking classes, such as the Spy sneaking up on you from the Bridge.

Checkpoint C

Checkpoint D

  • Due to the nature of combat inside the Casali Shafting, the Wrangler might come in useful with its 66% damage resistance.

Checkpoint E

  • You have two options when defending the Pit. Either setup your Sentry outside the Red spawn, or in inside one of the Spawn exits peeking out of it.
  • The Dispenser should be primarily located inside the Outhouse, where it is safely shielded from any incoming damage.

Leaderboard class medic.png Medic

Offense

Checkpoint A

  • Keep an eye out on enemy Snipers commonly located inside the Red Shed, as well as Scouts maneuvering around the Front Yard.
  • On this point, an ÜberCharge usually isn't needed for a successful offense, but if you need to use one, its effects are best employed when assaulting the Red Shed with a Pyro
  • Take cover behind the Rocks while helping out near the Cart.

Checkpoint B

  • Capturing Slope should be priority number one, so prioritize healing teammates which are attempting to do so.
  • Overhealing Scouts or Pyros attempting to flank through the Crossing will give them increased survivability, allowing them to distract the defenders for longer.
  • Übering out of the Old Geeser and onto the Bridge will put you and your Medic buddy behind the Red lines, allowing you to wreck havoc. Just watch out for Snipers while traveling to the Old Geeser.

Checkpoint C

  • The Tree and its surroundings are one of the phew pieces of cover on this checkpoint, so make heavy use of it.
  • You can use the Crusader's Crossbow to heal players in the distance, while hiding behind cover.

Checkpoint D

  • If you haven't already, make sure to equip the stock Medi Gun, since attempting to break through the Casali Shafting without one can be very difficult.

Checkpoint E

  • Try to keep allied Demomen alive, as they can trap the defenders in their spawn, allowing your team to go for an easy victory.

Defense

Checkpoint A

  • Due to the constant threat of Snipers, it is heavily recommended that you take cover inside the Red Shed, as your life is simply too valuable to risk it. If anyone of your teammates need help within the Front Yard, you can use the Crossbow to heal them from the distance, or approach them when it is safe to do so.

Checkpoint B

  • Attackers can often "wrap around" your team through the Old Geeser and end up behind your back, leaving you dangerously exposed.
  • Another flank route to look out for would be the Crossing. Luckily, there is Pumpkin Bomb present in it, which can be triggered with any one of your primaries in order to swiftly take care of possible flankers.

Checkpoint C

  • This checkpoint is relatively open, meaning that increasing your support for Snipers and Scouts can go a long way to achieving victory.
  • Make sure to also heal up anyone attempting to secure the Bridge, as it is a powerful position to hold.

Checkpoint D

  • Watch out for any flankers approaching you from the appropriately named Flank House.

Checkpoint E

Leaderboard class sniper.png Sniper

Offense

Checkpoint A

  • First order of business should be to take care of enemy Snipers found in the Red Shed. Once you have taken care of that, you can start picking of any enemies remaining inside the Front Yard
  • Although the Red Shed is mostly protected from your sightlines, there are still multiple entryways gaping through it, which can be taken advantage of.

Checkpoint B

  • By positioning yourself near the Rocks, you gain access to a sightline stretching all the way till the Old Geeser.
  • Once its safe enough, you may move onto the Slope, from which you will get a nice view of the Cliffside Shed and the area encompassing it.
  • If you want a more dangerous approach to this checkpoint, you can try sneaking through the Crossing. But unless you are using the Huntsman, doing this is not recommended.

Checkpoint C

  • The Bridge offers slight High ground advantage, and can be used to snuff out the defenders hanging around the Tree.

Checkpoint D

  • Due to the Checkpoint's D overall structure, there is not much you can do when assaulting it, as it is simply too enclosed. However, if you still want to achieve some results, then using the Classic or the Huntsman is heavily recommended.

Checkpoint E

  • The Flank House offers a powerful sightline which encompasses one of the Red Spawns.

Defense

Checkpoint A

  • For this checkpoint, the recommended position to stand on would be inside the Red Shed, as it puts you far away from the battlefield while still being able to overview the Front Yard.

Checkpoint B

  • Camping on top of the Cliffside Shed is a high-risk high-reward strategy. While it can give you an excellent view of the surrounding area, it does make you a pretty big target for other Snipers.
  • The Old Geeser is also a good Sniping spot, since it grants you sightlines stretching all the way till the Red Shed.

Checkpoint C

Checkpoint D

  • A close ranged weapon, such as the Huntsman or the Classic, is much more suited for the checkpoint's D tight environment then regular Sniper Rifle
  • Jarate is also very useful here, since attackers pushing the Cart are likely to clump up together, leaving them prone to area-of-effect weapons.

Checkpoint E

  • You can use the Blast Jump Spell in order to reach the Outhouse's top, thus putting yourself in an advantageous position.

Leaderboard class spy.png Spy

Offense

Checkpoint A

  • If you want to sneak behind the Red Shed, it is recommended that you take the left most path, as it contains some Ammo and is relatively undisturbed.
  • The Red Shed also contains Snipers and Sentry Gun nests, which should be on top of your "hit list".

Checkpoint B

  • If you have enough Cloak, you can make your way over to the Cliffside Shed and take out Red Snipers commonly camping out there.
  • The Shed's slight elevation can be used to surprise enemies exiting their spawn from above.
  • Another avenue of approach to the Red's backline is through the Old Geeser. This one requires less cloak and is generally more safer.

Checkpoint C

  • In the event that you get spotted, leading any chasing defenders around the Tree can easily confuse and dazzle them, as well set them up for a simple Trickstab

Checkpoint D

  • Attempting to sneak through the Casali Shafting's main entrance is dangerous and unreliable. Instead, make use of a discrete flank route located on the left side.

Checkpoint E

  • Be careful while on this checkpoint, as you will be in close proximity to the Red spawn at all times, leading to situations where your assassinations are rudely interrupted by someone who just spawned in.

Defense

Checkpoint A

  • You can sit on top of the Low-hanging Roof with the Cloak and Dagger equipped and patiently wait for the opportune moment to strike.
  • Keep in mind that the attackers are going to be especially distracted when entering the Red Shed, as that is where your team's defenses are usually located.
  • The Rocks can serve as an excellent decloaking spot in many situations.

Checkpoint B

  • The Slope's enormous importance will cause many Blu members to be fixated on it, once again offering plenty of Backstab opportunities.
  • If you need to quickly reach the enemy's backline, try going through the Crossing. While it is slightly cramped and forces you to "dance around" the passing attackers, it is still the most direct route available.

Checkpoint C

  • One of the strategies on this point includes waiting on top of the Bridge for the Cart to pass under, before dropping down and taking out its escort. Just make sure to avoid any Blu members also crossing the aforementioned Bridge, since you don't want them bumping into you.

Checkpoint D

  • It is recommended to equip the Dead Ringer on this checkpoint, as trying to traverse one of the Casali Shafting's chokepoints while both teams fight over it can prove to be rather difficult.

Checkpoint E