Community 5Gorge strategy
|“Sun Tzu's got nothing on us!”
This article is a Community strategy stub. As such, it is not complete. You can help the Team Fortress Wiki Community Strategy Project by expanding it.
Notes: Expand the "General Strategy" section to cover map locations in more detail. Potentially look at the class-specific strategies as well.
|Map type||Control Point|
|Health Kits:||×4 • ×18 • ×1|
|Ammo Boxes:||×14 • ×9|
This article is about strategy specific to the Control Point variant of Gorge. For strategy specific to the Attack/Defend variant, see Community Gorge strategy. For strategy specific to the Mannpower variant, see Community Gorge (Capture the Flag) strategy.
This article is about Community 5Gorge strategy.
Note: It is recommended to read the main 5Gorge article first to become familiar with the names of key map locations used in this article.
- The map is full of open areas, which means you have little cover from Snipers.
- Use the large amount of higher ground to your advantage.
- Watch your surroundings, because this map is favorable for Ambushing.
- You should head for the center control point, as the other classes are much slower. It is also important to strafe while on the control point, since it's open to both teams.
- As this map has a fair amount of space, but no environmental hazards, the Scattergun comes in handy.
- You can also use the Crit-a-Cola to ambush players. Note what primary weapon you intend to use. The Scattergun is more useful when you ambush enemies in tighter areas. The Shortstop is better when you want to play safer or when ambushing people in open areas. Avoid using The Force-A-Nature, since it's small clip and slow reload will leave you only with your melee weapon after you use both shots unless you decide to waste time to see. The Baby Face Blaster is again, a poor choice, due to its smaller clip size. It also cannot take much advantage of the Mini-Crits compared to other primaries.
- When there are no Teleporters available, rocket jump to the combat zone as there are many health packs.
- Use the Disciplinary Action to help speed up team members and yourself get to the point faster.
- Try and stick with the default Rocket Launcher, as the points themselves are in quite open areas, which means the Direct Hit will not be as useful.
- If you plan on constantly participate with your team in teamfights, any one of the banner items will give your team a powerful edge against the other team.
- If you play a lone wolf, the Liberty Launcher is very effective in duels, since you will hit enemies significantly easier, but with a much more forgiving splash radius than the Direct Hit. However, be aware that you will be dealing out less damage when using the Liberty Launcher.
- Try to avoid the open areas on this map, as the Pyro is very limited in the damage he can do in the open.
- Use the small hallways and corners to your advantage to ambush your prey; in the large capture point areas, use the distraction on the point to flank enemies.
- You can also use the Flare Gun or Detonator to ignite enemies standing on a point.
- The Scorch Shot can be useful, as the flare will bounce and may ignite others when it hits an enemy.
- Lay stickybomb traps in concealed areas.
- The tight corners around the map are excellent for baiting your enemies into and exploding your stickybombs.
- When defending the second point, a particularly effective spot for a sticky trap is the right doorway that leads from the midpoint. It's the quickest way to the second point, and a sticky trap will delay enemy advance and make their behavior predictable.
- When the enemy is capturing the middle point, a good tactic as the Demoknight is to stand on the platforms that surround the point, and charge the enemies with your melee weapon. Hopefully you will catch them unaware, and the distance is perfect for getting a potential critical hit. This tactic is easily repeatable, as the enemies will typically not look up.
- If there is a Medic on your team, ask him to heal you, so that you can get an ÜberCharge quickly and the easier you can finish off the other team when heading to a checkpoint.
- If there is no Medic on your team and you're low on health and can't find any health pickups, switch to your Sandvich, as there are lots of hiding spots to eat it safely.
- Having the Sandvich equipped while accompanying a Medic is also not a bad idea, as you can keep him alive by throwing it down for him.
- You can use the Tomislav if you are constantly ambushed or intend to ambush yourself.
- As an Engineer, make Teleporters a priority as the large map size can slow down advancement to a crawl.
- Use the Combat Mini-Sentry Gun to quickly secure captured territory.
- Remember to always move your Teleporters up with your team.
- Build Dispensers near active combat zones to support your team.
- The Jag is great as you will always be moving up/back.
- Do not build your buildings too far away from each other, as you will not be able to remove Sappers in time.
- It's useful to equip the Overdose because you will need the extra speed to quickly move around the large map.
- The middle point is a critical one as it is a wide open area with little cover and can have crossfire from both teams. As such, keep classes such as the Heavy and Soldier top priority, as they will be the ones taking most damage and doing the most direct damage. Don't ignore the rest of your team, though!
- The Blutsauger is very useful when indoors since enemies have significantly less space to dodge your syringes.
- Your best areas are the middle point and the outside areas. The tight hallways indoors will limit your mobility.
- Consider equipping the Darwin's Danger Shield indoors if enemy Pyros keep ambushing you in the tight corridors.
- If enemies attempt to get close to you to throw off your aim, consider using the Huntsman for strong close-mid range power.
- During large and clustered teamfights, you can use your Jarate to soak most or all of the enemy team.
- When fighting in close quarters, the Razorback is somewhat less useful due to Spies having less space to maneuver and having vision on the entire area. This is especially true when using the Huntsman.
- The Cozy Camper has situational uses here when actively sniping during large teamfights, as you can still headshot reliably even when under fire.
- The Machina can be deadly to multiple targets due to the weapon's piercing effect at full charge. Consider equipping your SMG since the Machina can't fire unscoped, leaving you only with your melee weapon when moving forward with your team or retreating.
- Use the tight hallways for your advantage!
- You can backstab in large firefights to support your team as the enemy will be concerned on the enemy at hand and unable to spycheck.
- Using the Cloak and Dagger will let you ambush prey with ease.
- Use the upper areas to ambush enemies from above.
- You can use your Cloak and Dagger to sit on an enemy point while cloaked and wait until your team captures a point, Then you can immediately uncloak and start capping the point. This tactic is referred to as Back-capping.
- The Conniver's Kunai is very risky to use during a teamfight, since a single stray shot or projectile will often instantly kill you. However, the overheal awarded via a Backstab will make you much harder to kill than normal, once you've landed a kill. Consider equipping the Dead Ringer along with the kunai to slip by spammed rockets and grenades.
- The default Invisibility Watch is good in this map - pick up the numerous ammo boxes to replenish your cloak.