Community Tiny Rock 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. |
| Tiny Rock | |
|---|---|
| Basic Information | |
| Map type: | Versus Saxton Hale (Community) |
| File name: | vsh_tinyrock
|
| Released: | July 12, 2023 Patch (Summer 2023 Update) |
| Developer(s): | Jess "Muddy" Dabbs Lizard Of Oz Jason "Yaki" Herman Szabó "Maxxy" Attila Maxim "VellyVice" Streltsov James M. Joaquim "JPRAS" Silva Matthew "MegapiemanPHD" Simmons |
| Map Info | |
| Environment: | Desert |
| Setting: | Daytime |
| Map Items | |
| Map Photos | |
| Map overview | |
This article is about Community Tiny Rock strategy.
Note: It is recommended to read the main Tiny Rock article first to become familiar with the names of key map locations used in this article.
General strategy (All Classes)
See also: Community Versus Saxton Hale strategy
- Due to the tight nature of the Corridor, bringing a fight over there is almost always a bad idea. This can make it a great spot for hiding, as players will naturally avoid this area when in combat.
- Try to avoid going near the RED tower at the start of the round, as Hale will get pushed over the tower when he spawns, possibly stomping on you, resulting in an early death.
- The Mine is a good area to camp with its enclosed nature to Hale compared to the rest of the map, which is largely indoors.
- The Bridge is where most skirmishes with Hale happen, so if you are low on health, or are a weaker class like a Sniper or lone Engineer, it's best to avoid the area and go to a place where Hale can't see you, but you have a decent amount of other mercenaries and good escape routes.
- The Cliffside is an easy place for Hale to check due to its accessibility from the Bridge and its proximity to key locations such as Mine entrances. Try to avoid defending it as Hale can catch you off-guard while he's trying to look for enemies.
Class-specific strategy
Scout
- The towers adjacent to the control point are a great place to evade Hale. You can quickly scale up the tower using your double jump and wall climbing abilities.
- You can prevent Hale from entering the Mine, if there are Engineers there by using the Force-a-Nature's knockback or Shortstop's shove.
Soldier
Pyro
- The towers adjacent to the control point can be a good area to fire the Scorch Shot, with its high-ground advantage offering a good view of Hale.
Demoman
Heavy
- The Corridor is a relatively safe place to eat a Sandvich, with its enclosed nature away from Hale. Make sure to check where Hale is to make sure you won't get caught. The map's small size means he can easily find alone players.
Engineer
- The Mine is a good spot to build a nest as a single Sentry Gun can cover all three entrances and keep Hale busy for a while. A Dispenser can be placed far back into the area to allow recovering teammates to have have plenty of warning when Hale approaches the area.
- The crates inside the Mine offer further defense, with its elevated nature making it difficult for Hale to destroy the buildings as well as buying time for you to pick up the building from afar using the Rescue Ranger.
Medic
- You can quickly get onto the towers adjacent to the control point with the help of an explosive-jumping class while using the Quick-Fix's mirror blast jumping ability, evading Hale if he is chasing you, and getting onto high-ground.
- Try to avoid the Corridor when alone unless absolutely necessary. Your lack of combat ability can easily result in your death when in such an enclosed space.
Sniper
- With a lack of good sight lines, Sniper is quite difficult to play on Tiny Rock. However, if your team has good control over the Cliffside, you can use elevated terrain such as rocks to have a nice view of the map. Despite this, you must be careful with ambushes by Hale.
- The towers adjacent to the control point are also a good sight line, with their high ground advantage, but still suffer from ambushes, especially with Hale's Sweeping Charge.
- Using the Huntsman may be more advantagous due to its range being much closer than the rifle secondaries.
Spy
- The Mine is a good place to hide after a successful backstab against Hale, with its many crevices and exits.
Saxton Hale
- Right from your spawn, you can use your Sweeping Charge and Brave Jump abilities to pick off unsuspecting mercenaries.
- The Corridor is an excellent place to find isolated mercenaries, most especially Spies, who often hide in there cloaked. Use your Sweeping Charge at the ends of the Corridor to catch them through the attack's large hitbox.