Community Banana Bay strategy
|October 20, 2017 Patch
(Jungle Inferno Update)
|Neal "Blade x64" Smart
Jennifer "NeoDement" Burnett
Aeon "Void" Bollig
Payload Cart explosion
|×6 • ×8
| ×2 • ×4 •
This article is about Community Banana Bay strategy.
Note: It is recommended to read the main Banana Bay article first to become familiar with the names of key map locations used in this article.
The general Community Payload Race strategy applies here; however, the unique interweaving of the tracks, the three-dimensional maze of tunnels and paths, and other unique features invite specific tactics.
- Given the very short lines of sight, players can make full use of the visible cart outlines and HUD progress bars to see the cart locations and know whether they are being pushed or not.
- The carts start in neutral but hotly-contested territory and then swing closer to the friendly spawn before crossing the Low Bridge for the long uphill push past the enemy's doorstep.
- The Subway is very confined space; very easy to ambush into, but much harder to escape. Initial combat in the Subway can see heavy fire channeled down the narrow length of the Subway in both directions with more fire being poured down from above -- some thought should be given to controlling the higher paths rather than just having the team rush the cart.
- The Siphon can be a quick escape route to duck out of enemy fire; however, players cannot see what is in the water or waiting for them up the other side.
- When pushing the cart through the Siphon (after first sweeping it for ambush) most of the team should be securing the Siphon openings; only a minimum Squad should actually be pushing the cart through the water.
- The Low Bridge is less confining than the Subway but is exposed to many more fire angles. It is best take this with a push with the objective of driving the enemy away from the bridge with only a couple of teammates left to push the cart over the bridge.
- The downward "rollfoward" zone after the low bridge means that the cart will spend more time at the low bend next to the beach. It also means that the cart will get there by itself, so don't follow it down; you know where the cart will be and you know where the enemy will be shooting at it; so, go reload, heal, and then flank the enemy.
- The base of the incline is a place for regrouping and tactical change.
- Before this point a lot of progress could be made with a few players repeatedly getting on the cart for several short pushes, but now, the cart must be pushed in a team effort up the longest rollback zone directly towards the openings of the enemy spawn.
- The enemy base must be neutralised, all Sentry Guns and Dispensers eliminated and most enemy players sent back to respawn, before pushing the cart up the Incline.
- At the shore level near the bottom of the Incline is a concentration of sets Health Kits and Ammo Pickups. These can be essential for maintaining a large team for fighting up the hill.
- Once the cart is securely at the top of the first ramp zone, a pause may be in order to recover and rally for the final ramps with different angles of attack.
- Once the team's cart is at the final ramp, the main thing is to keep the enemy hemmed up in their spawn area; once the Train is approaching, one player (or at most two) is enough to quickly run back and shove the cart onto the track. Any other teammate should be pressing the enemy back from the cart.
- Fast way out: As long as Snipers aren't camping it, the fastest way to many points on the map is the Highline. Each Highline bridge allows high ground attacks or drop-down surprises.
- Fast way down: The deep water of the bays allows players to jump from spawn to their team bay next to their Start Point without taking damage.
- All but the very slowest classes can make the Start-side jump to the Bay by aiming for the scuttled rowboat. The Heavy can just make it with the GRU, but otherwise the Soldier and Heavy can tap the rock pinnacle on the way down and make a "double jump" to extend the jump and make the water with no fall damage.
- For all classes, making the enemy's bay at the base of their Incline without fall damage is as easy as jumping over the Catwalk railing into the water.
- Of course, Scouts, Soldiers, Demoman, and Pyros can use their weapon abilities to jump/fly much farther around either bay.
- Scouts, Pyros, and Spies; this is your map!
- Avoid directly attacking the enemy team on its cart, but use the many flank routes to work your way around behind them to catch single enemy players running to their and then attack the cart from the rear.
- Use you HUD to know when there is only one or two enemy on the cart to time a solo ambush.
- Watch for your heavy hitters heading to the enemy cart and time your ambush to their frontal attack.
- Everyone else; there are only three types of areas on this map: passageways where you will get ambushed, junctions where you will get ambushed, and bay sides where you will get ambushed.
- Avoid travelling alone across the map. Team up with others with someone watching behind and someone watching above.
- Scouts can rapidly switch between pushing the cart and flanking enemy on their cart.
- Scouts should avoid the cart when it is being attacked, but they are best suited to quickly getting the cart moving when the enemy moves off to push their own cart.
- When running from an enemy, dodge down side tunnels.
- Getting a Heavy to spin up (and then hiding from his fire) will delay him from joining a push or defense.
- There are a few places where Rocket Jumping creates an alternative route: A jump from the Low Bridge to the platform at the final point can get the Soldier on the the cart to quickly shove it in front of the Train (without having to run around in front of the enemy's strong point).
- Edging while aiming at the cave walls to hit the enemy with splash damage is a way for Soldier to attack without being fully exposed.
- There are many places to load up a Beggar's Bazooka behind cover to then jump out and fire on the cart or other groups of enemy.
- Up is sometimes the quickest way out of an ambush.
- You are not so fast that you aren't going to be targeted by Spies. Fortunately, most paths are not much wider (if at all) than your flamethrower can cover.
- Puff frequently ahead of you as you run; but, you are vulnerable to ambush as well, so puff behind you occasionally and puff left and right at crossing's.
- Remember that you have a huge target on your back when you are lying in ambush; keep your head on a swivel and Spy check; actually, Spy checking is your particular job.
- Buddy-up and escort slower classes as they cross the map to the Incline.
- Cover the Medic so an ÜberCharge can be built.
- The enemy cart in the Subway is a great place for indirect Grenade and Sticky Bomb spamming; you know where their cart is, you know when the enemy is pushing it, the walls help channel your grenades, and they can't see you to shoot you.
- Several other places on the enemy cart route can offer similar situations; just don't stay so focused on the target that you get a knife in the back.
- The first rule of Team Fortress 2: Much of the cart track is in a cave or under a bridge; place a few Sticky Bombs in plain sight on the ground where players are used to looking for them, but stick the rest overhead.
- The enemy Deck can be bombarded to suppress camping Snipers and nesting Engineers, especially for the Final push.
- Ali Baba's Wee Booties, Bootlegger, and/or Tide Turner can help Demoknights charging down the map's many curving paths.
- The Heavy's firepower is needed to help support or to fight off pushes, and the Heavy is still a favorite partner for ÜberCharge; but the Heavy will be a priority target for flank attacks; so, don't fight alone.
- When running through the tunnels, it may be best to have a Shotgun in hand to immediately respond to any attack on the way.
- A Heavy can block the narrow passageways or command an intersection with the Minigun, but the enemy can easily take an undefended route to get behind.
- If playing close support to your team, expect to frequently build and move smaller buildings as cart movements change the tactical situation.
- It is common for Engineers to nest on the Deck; however there are some limitations to this choice:
- Sentry Guns on the Deck cannot cover much of the long ramp of the Incline.
- Sentry Guns that cover the Highline are exposed to long-range fire from the enemy Spawn.
- Sentry Guns that cover the Beach often have little to shoot at (but they can deny that flank route).
- On the other hand, the Deck is a relatively secure location.
- Buildings can be leveled before being relocated elsewhere.
- Sentry Guns on the left edge command the enemy point when they attempt their final pushes.
- Spy check anyone coming from the direction of your Spawn, particularity anyone jumping up from the crate at the Sally Port, especially if that gate is not opening for them.
- With the many short tunnels, generally run through by players in a great hurry, a small Sentry Gun (Level 1 or Mini) can briefly wreak some havoc, but it will have to be moved, or rebuilt, often.
- The short distances of this map reduce the value of Teleporters, but offensive or defensive teleporter exits near the bases of the Inclines can be useful if teammates help protect them.
- The niche on the trail to the right of the end of the Low Bridge might be a good place to try to set a Teleporter exit to support the final push of the cart onto the track.
- If the tactic is to repeatedly place Sentry Guns near the action, then the Frontier Justice might be a good selection. Alternatively, the Rescue Ranger can help speed up moving a Sentry Gun.
- As the enemy flanks and probes and as the carts move, the idea of what is the "rear area" changes continuously.
- While healing, keep track of cover and escape routes -- avoid getting trapped.
- Medics are a prime target of flank runs; know what is going on behind and keep a defensive partner near.
- Snipers often camp on the Deck commanding the Highline.
- Otherwise, a better Sniper for this map is one that excels at shoot and move Quickscoping or Noscoping.
- An alternate spot is the boulder at the base of the Bay cliff -- it gives defilade angle on enemy Snipers that are on the Deck camping the Highline.
- A particular challenge for Spies is the narrowness of all of the passageways; it is too easy to be bumped into and discovered by rushing enemies.
- Avoid active passages.
- Use the Highline or the Deck to stay above the fray until committing to a target on a lower level, or sneak around through the Bays.
- Hunt for other players hiding and waiting in ambush and forgetting to Spy check.
- The crate and pallet next to the Sally Port gate are there for Spies to get behind the Snipers and Engineers camping and nesting on the Deck.