Community Ghost Town 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.
|Community Ghost Town strategy|
|Map type||Mann vs. Machine|
|Health Kits:||×2 • ×5|
|Ammo Boxes:||×4 • ×12|
This article is about Community Ghost Town strategy.
Note: It is recommended to read the main Ghost Town article first to become familiar with the names of key map locations used in this article.
- As there is only one 'wave' in Wave 666, there is significantly less free time to return to the spawn and buy upgrades. The best times to do this will be immediately after respawn, and when the next robots are slower Giants.
- If you have an Engineer that has two-way Teleporters you can use it to quickly get upgrades between any subwave.
- You will receive 5000 credits at the start of the match, rather than the 400 to 1500 most maps start you with. Use this money wisely.
- Due to the sheer number of robots that will attack you, each class will struggle in different parts of the Wave.
- Damage output is the main difficulty, and there is tons of money available. Use Crit Canteens freely.
- Upgrading your crit resistance to the max is a very smart option to take, as most of this wave will have crit robots somewhere.
- When the wave of Spy robots (with the tanks) appear, having your back aganist the wall will prevent getting backstabbed.
- The Bowmen, Soldiers, Demomen, Pyros, and Heavies at the end of the wave all have damage multipliers in addition to crits which can make short work of any class, even with maximum resistances. Consider using Über canteens if you are constantly dying during those sections.
- Scout should be a money collector and/or a tank buster only.
- Must max out resistances, movement speed and jump height to stay alive.
- A Scout with Mad Milk can help keep his team alive if they use it often, while Bonk will keep you alive for the final half of the wave.
- Use the Fan O' War or the Sandman to mark giants for mini crits to help teammates.
- Beggar's Bazooka and Air Strike are viable to destroy robots and tanks in short bursts.
- It's encouraged to have a banner (preferably Buff Banner) to help out team with tanks.
- Fire your Rocket Launcher as close as possible for maximum damage per second.
- You need the most damage per second on this wave, so do not use the Direct Hit or Liberty Launcher.
- Crit canteens are very useful when firing on a large group of robots and or tanks.
- The hardest sub-wave of the map is probably the Tanks and Spies sub-wave, so having a Pyro is very helpful.
- You need the most damage per second on this wave, so do not use the Degreaser.
- Only airblast to reset the bomb or to reflect critical projectiles as airblasts interfere with the rest of the team.
- Upgrading your Grenade Launcher will help greatly against tanks. Consider upgrading both your Grenade Launcher and the Scottish Resistance if you have the money.
- Demoknights can be powerful with a fully upgraded sword, however, be sure there is an Escape Plan in a tight situation. An Über canteen is useful for escaping as any class.
- A Heavy that invests in Projectile Destruction will be invaluable during the periods where Soldier robots attack, and will provide some assistance during Demoman attacks.
- Remember, Heavy does 25% their normal damage against the tanks so it is important to help keep the front with the Engineer.
- You need the most damage per second on this wave, so do not use the Natascha.
- With the extra cash and length of the mission, two-way Teleporters are an important way to help your team.
- Ensure that most, if not all, of your teammates can reach your Dispenser safely.
- The lack of Super Scouts on this mission enables you to be very mobile with your Sentry Gun.
- Keep Upgrade Canteens maxed out for easier roll-out.
- Most classes shouldn't actually die very often during this mission, with the key difficulty being damage output, not healing. If anything, reviving teammates will just rob them of the opportunity to buy upgrades and canteens. Anyone who attempts to play Medic should be very skilled at maximizing their effective damage output with the Projectile Shield and the Ubersaw.
- Use the Kritzkrieg with a Scottish Resistance combo to help a demo make large clusters of sticky traps.
- The Heavy will benefit the most from your healing, as it will allow him to get closer to robots and deal more damage.
- Clustered giants make landing a quadruple headshot rather easy. With the Explosive Headshots upgrade, the resulting damage will be massive.
- Using a Hitman's Heatmaker for more damage output or Sydney Sleeper to coat far enemies in Jarate may prove beneficial.
- Even though the Sleeper cannot deal critical headshot damage, the Explosive Headshots upgrade still functions as normal and should still be used with this weapon.
- There would be lot's of Spies so it's better to use the Razorback to counter the Spies
- Large numbers of giants and a high amount of starting cash make Spy a very viable money collector on this mission.
- Before the onslaught begins, consider purchasing at least one point of health regeneration. The Pyro robots can be troublesome, and having their afterburn almost negated for a small 200 credits can prove both an easy time at the start, and regenerative health to shrug off hits from feigning.
- A Spy can single-handedly take care of the Giant Quick-Fix Medic + Heavy combo without any help from his teammates.
- During the Spy-Bot + Tank sub-wave, a Spy can act as a bait for the Spy-Bots, keeping them away from the team.