Community Camber 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: Class-specific tips. |
| Camber | |
|---|---|
| Basic Information | |
| Map type: | Payload |
| File name: | pl_camber
|
| Released: | December 7, 2023 Patch (Smissmas 2023) |
| Developer(s): | Louie "bakscratch" Turner Nick "nickybakes" Baker Liam "Diva Dan" Moffitt |
| Map Info | |
| Environment: | Alpine |
| Setting: | Daylight, sunny |
| Hazards: | Pitfalls |
| Bot support: | Yes |
| Map Items | |
| Map Photos | |
| Map overview | |
This article is about Community Camber strategy.
Note: It is recommended to read the main Camber article first to become familiar with the names of key map locations used in this article.
General Strategy (All Classes)
See also: Community Payload strategy
- Checkpoint A
- Keep an eye of the Annex building, as flankers may take this route to ambush early on.
- Checkpoint B
- Enemies may use the Bottom Floor's flank route to kill those pushing on the ramp. Try taking care of them by using knockback to push them off the nearby cliff.
- Enemies on the Second Floor have a high ground advantage to those on the First Floor. You can ambush them from behind using the Annex at Checkpoint A.
- The Third Floor is only accessible from the Second Floor Stairs. It can be used as a flank route to Cliff House B if your team is dealing with enemies on the Second Floor.
- Checkpoint D
- Alongisde being an easy and quick flank against enemies stationed at the Curve, the Flank Building has a medium health and ammo pack, letting you replenish before advancing.
Class-specific strategy
Scout
- Checkpoint A
- The Atomizer's triple jump can be used to reach the perch of Cliff House A, which contains a medium ammo pack and small health kit.
- Checkpoint B
- The Bonk! Atomic Punch can be used to quickly go through the Annex and into the Third Floor's open window to point B.
- The Force-a-Nature and the Shortstop's shove can be used to push enemies using the flank route at the Bottom Floor away.
- Checkpoint C
- Consider using the Cliff Flank to bypass any Sentry Guns that may pose a threat that are stationed at the Garage's ramps.
- Checkpoint D
- You can use the Atomizer to scale up the Dropdown and attack enemies at the Curve.
Soldier
- Checkpoint A
- You can rocket jump to the perch of Cliff House A, which contains a medium ammo pack and small health kit.
Pyro
- Checkpoint A
- The Detonator can be used to reach the perch of Cliff House A.
- Your airblast can push away enemies using the flank route at the Bottom Floor.
- Checkpoint B
- The Backburner can be used to kill turtling enemies on the Second Floor from the Annex.
Demoman
- Checkpoint A
- You can stickybomb jump to the perch of Cliff House A.
- Checkpoint C
- The Loch-n-Load's extra damage against buildings can prove useful against Sentry Guns at the Garage's ramps.
Heavy
Engineer
- Checkpoint A
- A Sentry Gun around the Annex prevents enemies from using it to attack those pushing the cart.
Medic
Sniper
- Checkpoint A
- Cliff House A is a great place to snipe from, as it has a high ground advantage and is easily accessible from the beginning of the match, giving a sightline around the cart's path.
Spy
- Checkpoint B
- The Annex can be used to reach enemies on the Second Floor of the First Building and backstab them.
- Checkpoint C
- Due to the lack of safe angles to shoot a Sentry Gun on top of the entrance to the Garage from, sapping it can give your team the advantage necessary to push and destroy it without using an ÜberCharge.