| Community Foundry strategy
| Basic information
| Map type
|| Control Point
| File name:
| Map Info
|| Dusk, cloudy
|| Cauldron Fire
| Map Items
| Health Kits:
|| ×8 • ×10
| Ammo Boxes:
|| ×13 • ×5
| Map Photos
This article is for learning how to play more effectively on Foundry.
General Strategy (All Classes)
- All players should focus on attacking and capturing control points. Most players should be attacking while a few players defend. This will make your team more balanced and having a bigger advantage.
- Players can take the multiple paths to get behind enemies if they are all traveling on one path. Use this to get back to their Control point or kill them from behind to defend your Control point.
- There are many flanking routes around the second and final control points. Use these to your advantage to get past the opposing team if they are attacking or defending. This will allow you to kill enemies from behind effectively.
- The Force-A-Nature's knockback is useful for pushing enemies back and into the Cauldron at the Final Control Point. Using this would also help with dealing damage to powerful classes such as enemy Heavies, Demomen, Pyros, and Soldiers.
- Use the Sandman whenever you do get behind enemies to make them more vulnerable. Use this on a Medic to stop healing to other players.
- The Bonk! Atomic Punch is effective at catching the attention of Sentry Guns. If you can make use of the six seconds of invulnerability your team can push forward with an Ubercharge to take out the Sentry without dealing with knockback.
- Soldiers should almost always attack. Their offensive potential exceeds their defensive potential.
- The Buff Banner, Battalion's Backup and the Concheror are all greatly useful during a push, especially when you have an Ubercharge ready. The Battalion's Backup in particular is excellent for pushes, as it greatly reduces Sentry Gun damage, a common sight on defensive locations.
- Using the Side Path can help you avoid most enemies. This will allow you to get behind enemy players and kill them easily. A note for this would be to use the Backburner to gain Critical Hits this way.
- You can airblast enemies into the Cauldron on the first and final control points to defend that point.
- The third control point is wide open, and often attracts the likes of Soldiers and Demomen who have a clear shot. This is a dangerous environment for you, but you can counter their attacks with your compression blast.
- Try not to make your Stickybomb traps obvious; a smart team will just shoot them or airblast them away. Hide them behind objects and walls.
- If there are numerous Sentry Guns on an enemy team's point, join the fight. Your weapons are excellent at annihilating enemy defenses as they deal high damage. The Stickybomb Launcher in particular is a good choice for destroying Engineer nests.
- Play carefully as a Demoknight. Build up your Eyelander's strength on isolated light classes before you start attacking beefier classes.
- The Huo-Long Heater is an excellent defensive weapon. When working in close proximity with an Engineer, your fires will repel Spies and your gun will deal as much damage as a Sentry Gun.
- Your high health makes you the masterstroke of a good push. While you deal less damage to Sentry Guns you excel at clearing away organic targets. Let a friendly Demoman or Soldier deal with the Sentry Guns while you clear out anyone standing, ideally with the assistance of a Medic.
- There are plenty of good spots to build a Engineer base on Foundry. A Engineer should pick one, and stay there until the rest of your team captures the next Control point. After they have captured it, you may move up and defend the point that they just captured.
- When playing offensively, always prioritize getting a Level 3 Teleporter up and running. Keep Sentry Guns on watch by any exits the enemy team could come through to regain Control Points. Remember to keep your Dispenser up all the time, as well as close to an enemy's Control Point, to keep your allies healthy.
- Don't build on your team's last point if nobody's there. It helps nobody and you'll look very silly.
- If needed, you can ask one of your teammates to switch to a Pyro for protection against explosives and Spies.
- The regular Medi Gun is good for offense, while the Kritskrieg is good for defence. Remember the Kritskrieg puts out ÜberCharges faster, too.
- Prioritize healing and Overhealing for beefier classes like Soldiers, Heavies, Demomen and Pyros. They're the ones who will be attacking.
- If you're stuck with too many teammates to heal at once, use the Amputator to quickly bring everyone up to health. While it cannot overheal, it provides rapid healing to many targets and still builds Ubercharge.
- Always be aware of Spies. You're a high-value target to them. Use your melee weapon to check everyone, especially someone who is not attacking.
- The middle three points feature open areas and long lines of sight, use these to your advantage.
- The final control point is relatively enclosed, consider using the Huntsman if you aren't comfortable sniping in closer quarters.
- Crouch-jumping can allow Snipers to access useful vantage points. Examples include the roof of the central capture point and the tops of train segments.
- Communicate with your team to time their push with your Sapper attacks. A disabled Sentry Gun is good as dead in the presence of many enemies.
- Medics on the opposing team are always an issue. Always go for them if they are isolated. If possible, try to trick them into healing you and then backstab them quickly.
- While Foundry has many flank routes, enemies will also be looking to use them, especially Scouts and Spies.
- The Cloak and Dagger lets you become an excellent Scout. If you spot an incoming push, stay out of sight and warn your allies over team chat with the U key.