Community Haarp strategy
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Haarp | |
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Basic Information | |
Map type: | Capture the Flag |
File name: | ctf_haarp
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Released: | December 7, 2023 Patch (Smissmas 2023) |
Developer(s): | Andrew "Dr. Spud" Thompson Fay L. "nineaxis" Fabry Alex "Rexy" Kreeger Jim "Timberghost" Wiser |
Map Info | |
No. of Stages: | 3 |
Environment: | Alpine, Spytech |
Setting: | Daylight |
Hazards: | Pitfall |
Map Photos | |
Map overview | |
This article is about Community Haarp strategy.
Note: It is recommended to read the main Haarp article first to become familiar with the names of key map locations used in this article.
General Strategy (All Classes)
See also: Community Capture the Flag strategy
Stage A, first control point
- Attack
- Controlling the Helicopter Pad is important to stop the attacking team. Although the capture can still be stopped by standing on control point, it becomes significantly harder to defend once your team has lost the Helicopter Pad.
Stage A, second control point
Stage B, first control point
- Attack
- Be careful when exiting the lower spawn exit, as there are many high ground spots you can be attacked from. Notably the building to the right of the exit, as well as the small gap in-between the rock formation in front of the exit.
- Defence
- There is much high ground to attack BLU from, such as the building next to the exit or the gap in the rock formation. Be careful not to focus too much on the lower spawn, as the second exit can make it difficult to keep the high ground.
Stage B, second control point
- Defence
- Be wary of anyone trying to attack through the Trench. The platforms above the Trench allows your team to easily kill anyone trying to get through.
- A combo on the point, such as a Heavy and Medic, can fight off any defenders from inside the Trench while the rest of the team fights from above.
Stage C, first control point
- Defence
- Enemies can easily jump up above the control point, be wary of any blast jumping Soldiers or Demomen that try to rain explosives down onto the point. Similarly, a Pyro with the Thermal Thruster can deal devastating damage to your team if they are able to land on the point.
Stage C, second control point
- Attack
- The Hall is an excellent place for Snipers to peek due to the long sightline. Be careful when crossing it or ask your Sniper to take care of the enemy Sniper first.
Class-specific strategy
Scout
Stage A
- Attack
- A Force-A-Nature jump is enough to reach the first control point if you start the jump from the concrete block to the right of the control point's window.
Soldier
Stage A
- Attack
- A basic rocket jump is enough to reach the first control point.
Stage C
- Attack
- The first control point can be reached by rocket jumping. Alternatively, use the B.A.S.E. Jumper in combination with the Air Strike to rain rockets down on enemies defending the point.
Pyro
Stage A
- Defence
- At the first control point, stand behind the red sheet metal at the Catwalk Platform and airblast the attacking team off the cliff.
- This strategy no longer works once they've taken control of the Catwalk Platform, but the Thermal Thruster can be used to launch yourself from the Maintenance Flank into the middle of the enemy team. The landing knockback can knock enemies off the cliff and any remaining enemies can be airblasted off.
Stage B
- Defence
- The tight corridor on the Catwalk is great for spamming the Scorch Shot in. Any enemies trying to walk through will get lit on fire and be forced to retreat, or go into the fight with a disadvantage.
Stage C
- Defence
- The first control point can be easily accessed using the Thermal Thruster, paired with the Backburner it can become a deadly combo if your team is pushing the point from the other side.
Stage B
- Defence
- Use your airblast to blast any enemies off the Cliff Flank.
Demoman
Stage A
- Attack
- A stickyjump or Loose Cannon jump is enough to reach the first control point.
- Defence
- The Catwalk near the second control point can be easily protected with a stickytrap from the Scottish Resistance. The tight corridor also makes the Loose Cannon excel at dealing with enemies.
Stage C
- Attack
- A stickyjump is enough to reach the first control point. Alternatively, the B.A.S.E. Jumper lets you rain down stickies onto the point while your team is trying to capture it.
Heavy
Stage C
- Defence
- It is possible to stand on the glass around the first control point by jumping from the railing onto the server cabinets, then onto the glass. Though vulnerable to Snipers, this spot can be used at the start of the round to shoot at enemies that have just left spawn.
Engineer
Stage A
- Attack
- The second metal sheet cover is a good place to put your Dispenser as it offers a relatively safe place for your team to resupply without having to run back to spawn.
- The tight corridor before the Catwalk at the second control point is a good place for a Dispenser or Teleporter.
- The one-way gate is another good place for a Teleporter. To destroy it, enemies must get through the gate or take control of the entire Crossroad.
- Defence
- The small platform underneath the first control point's window is a good place for a Sentry Gun. The metal sheets provide cover from the main exit of the BLU spawn, while the other exit requires the attackers to expose themselves to your team's Sniper.
- If your team is holding the Helicopter Pad, your Sentry Gun is better moved to the Maintenance Flank to prevent the point from being backcapped.
- The concrete block next to the first control point window provides enough cover to place your Dispenser. It can also be a good spot for a Mini-Sentry to surprise any attackers. Combined with the Frontier Justice, this spot can rack up a few Revenge Crits.
- To the right of the second control point near the sewer grate is a good place for the Sentry Gun, as it protects the control point and can't be shot at from afar. If enemies on the Catwalk prove to be an issue, consider equipping the Wrangler to deal with them.
Stage C
- Attack
- The Glass Room is a good place to set up a nest. A Sentry Gun on the right side can prevent enemies from taking control of the Hall, while the left side provides good cover for a Teleporter and a Dispenser.
- Defence
- Right outside of the final spawns is a good place for a Sentry Gun. With the help of a fellow Engineer, both sides having a Sentry Gun makes it much harder to take one down without a coordinated ÜberCharge push.
Stage B
- Attack
- The small alcove in the Curved Tunnel towards the second control point is a good place for a hidden Teleporter. Alternatively, a Teleporter in Storage Room 4815 lets your team easily drop down on enemies below.