RSS Feed

Map Specific HWG strategies

#  Jan 28, 2008 at 9:07 AM
Join Date:
Jan 16, 2008
Post Count:
15
 
Prana 82229
Loading...
Specialty: Heavy
Steam ID: Prana
 

I was checking out the boards trying to find the most effective strategies (per Map). I noticed that there are a lot of general and advanced combat stuff but not a lot of map specific tops. I thought I would toss out my 2 cents and hopefully get some feedback from other better HWG players. I want to start out by saying I am by no means an expert at the class, I am typically middle of the pack my top out leader board or high score match board every now and then.

That being said I wanted to talk about the Two Fort map first. In this map I find that the heavy is a great defense class. The best set up I have found, however, is a combination between a Heavy and an engi. I find the best defense of a base is to have an engi set up there turret in the lower lefthand room after the top great. The gun should be back far enough so that Demo’s can’t hit it very well but close enough to fire into the sewer entrance. That with a dispenser right next to it is the corner stone of a good heavy defense. As a heavy you should be moving around the entrance and lower rooms hurting and taking out the attacking team. With the turret supplying extra fire power and additional distraction. The biggest problem any heavy has is amo (the dispenser takes care of that) and the biggest problem engi’s have are freaking spys (Heavy just sprays everyone). This combo will not result in a high score for a Heavy but it will be nearly un-stoppable defense. Even when an uber comes through the turret will eat up 3-7 secs of the uber and a heavy can circle around the L hall and kill the Medic/uberee right after the uber is up. Then defend the engi as he/she gets the turret back up and working. This strategy combined with some sort of upper defense will make your base a fort Nox with really only 2 players used up. Also the dispenser will shorten the reload time other attacking characters take since they don’t have to go up stairs. The more time spent in battle pushing the better a chance at a win. Anyhoo that is my suggestion at how a Heavy should be used in 2Fort map. Anyone else got some stuff. As I see what works in other maps I will post in this thread. Peace

#  Jan 28, 2008 at 10:10 AM
Join Date:
Jan 06, 2008
Post Count:
66
 
Mister Chef 81921
Loading...
Specialty: Pyro
 
I've actually seen this done on a pub before.  It seemed pretty effective at the time.
#  Jan 28, 2008 at 1:03 PM
Join Date:
Dec 25, 2007
Post Count:
99
 
Zai 81492
Loading...
Specialty: Medic
Steam ID: Pancia
 
Yes, I've done it before, although if the opponents are smart i don't think that a 2 man defense is too much of a problem.
#  Jan 29, 2008 at 6:04 AM
Join Date:
Jan 16, 2008
Post Count:
15
 
Prana 82229
Loading...
Specialty: Heavy
Steam ID: Prana
 
True a 2 man defense wont cause much problem to skilled players but you will Probley need more than 2 people to break through. that burns up 3+ of the opp. for. on your 2 man defense. That is more people not defending there flag. Which makes it easier to break into and steal there flag. TF2 is all about using resources as effeciently as possible.
#  Feb 03, 2008 at 6:14 AM
Join Date:
Feb 03, 2008
Post Count:
2
 
blah28722 82709
Loading...
 
This strategy has worked very well for me, and often yields first place in scores by 200%. Works best with a medic buddy (who just happen to like heavies in the number one positions)

cp_dustbowl:
Offense:

Stage 1, cap 1:
    Save your uber and hang back a bit while your teammates do the initial rush. After that's over, charge up to the outside of the cap point and jump up into the balcony (uber once you're up) and demolish all the demos, medics, sentries, and engies in there (Go for engies first).

Stage 1, cap 2:
    When there's around 2 or 3 teammates (not including medic or you), start heading to the next point. Take the right hallway and go up. Jump down between the cap and their spawn and start mowing them down. As you kill, move yourself closer and closer towards the spawn (while remember to pick up fallen weapons, and watch your back!), with any luck, you'll practically be spawn camping them by the time the point is capped.

Stage 2, cap 1:
    There are a few different paths you can take, it usually depends on your team composition and what the other team's defense is like.
         Sentry&a few demomen on the roof of the small house:
              Run around through the right (grab a healthpack if you need one), and kill them all, the sentry should be distracted by your teammates. After that, shoot people passing by while standing at the healthpack and ammo.
         Otherwise:
              Take the right again, but this time go all the way between the cap point and the tunnels and clear that part out. Take the house and start blocking reinforcements to the cap.
         If side path is also empty:
              There's a heavy defense inside the point itself. Go in through the door (Hopefully there isn't already a sentry there, if so, try to take it out. Engies still have a low amount of metal), up the stairs, and kill some engineers (It'll be practically impossible without an uber to clear the room on your own).

Stage 2, Cap 2:
    As the point is capping, head to second cap point. Take a right every time. Go into the shack(?), replenish ammo, and jump right next to their spawn and start camping.

Stage 3, Cap 1:
    Go in from the side hall, take out everything behind the house, especially demomen and sentries.
    Stand at the sides,run onto the cap point, and start shooting at people passing by.  

Stage 3, Cap 2:
    The heavy is actually not too effective here. Your only real use is to clear out the left house right before the cap point and jump out from there with a rush so you can kill as many as possible.
          


Defense guide soon to come.
#  Feb 10, 2008 at 1:30 PM
Join Date:
Nov 01, 2007
Post Count:
137
 
Zipok 79665
Loading...
Specialty: Heavy
Steam ID: Zipok
 
My Heavystyle in Gravelpit - Offense:

First of all, most of the sentries in this map will be in places where you can't efficiently take them out, so rely on your teammates in this.

Cap A

Multiple options here, but these are the ones I prefer most:

1) Take the turn right from the spawndoor, then keep going along the ledge at the right side with the doorways to cap C and B, using the shacks and rocks as cover, and then proceed to either control the room with a medkit, or the CP itself.

2) If there are no enemies at cap A guarding it, and your team goes for A first, you should jump on top of the doorway to B (there is a small ledge you can jump onto) and wait for enemies to come out. Then just shoot them from above, effectively blocking their advance through that point. Or you can choose to go and camp at the corner of the doorway to cap C. Here you are at your best distracting the enemy and blocking their passage through those doorways, or controlling the two important rooms in the area.

Cap B

A medic or an offensive engy friend = Very useful in here.

Your team should have Cap A before even proceeding onto Cap B, if not, you are pretty much useless here as a Heavy unless you can make your way to the CP room, which I doubt if the enemy has a good defense up there.

While trying to cap B, I never try to be the main push as a Heavy, instead I've found it surprisingly good to (again) control the doorways from cap C. Cutting off the enemy reinforcements is very good a thing. Usually I sneak through Cap A to Cap C, and from there I either take out the teleports and try to kill them at spawn, or take out the teleports and run away to the doorway between C and B, and make my stronghold there. Once you've got yourself up there, you can choose to stay there and block reinforcements from coming, or you can move into the CP Room, or behind the enemy lines very easily. Just be aware of those sentries, and snipers.

Cap C

Again, medicbuddy FTW.

1) Either dominate the doorway area between B and C, and make attacks from there, taking out the sentries the engies usually nest up at the ramp close to the doorway, and then proceeding to make sure the enemies have hard time coming out their other spawn door. Or maybe run into the tower and make an attempt to cap?

2) Or instead go from A, and sneak to the tower from the ground level. Use cover as much as you can, otherwise you're cannon fodder in here. Remember that Heavy = the ultimate shredding machine in close combat at the moment. If you get into the CP tower, you will control the stairway up very easily, unless you get flanked or shot while you're running upwards the stairs. Once you get on to the CP, there is nothing that will stop you, except anything that crits, a field of stickies up there, or another heavy. Or the whole enemy team.

Copyright 2007-2008 All Rights Reserved

Team Fortress 2


2 Guys 1 Kill: {TF2F} FlyingPenguin - (102 kill assists)
Captures Blocked: Nimbli Bimbli - (26 captures blocked)
Dominator: {TF2F} Bitch Nasty - (25 dominations)
Flags Captured: Corporal Clegg - (11 flags captured)
Flags Defended: MechaEdd - (12 flags defended)
Physician Assisted Homicide: {TF2F}SME®BUI©K - (271 medic kill assists)
Points Captured: {TF2F}SME®BUI©K - (30 points captured)
Revenger: Count_Flakula - (10 revenges)
Spy Power: Chro - (19 objects killed as spy)
Ubercharger: {TF2F}SME®BUI©K - (89 ubercharges)
Axe Man: {TF2F} Ninja Dude - (18 kills with fireaxe)
Axtinguished: {TF2F} BOOSH Rizzilio - (81 kills with axtinguisher)
Batter Up!: soup! - (16 kills with bat)
Biggest Prick: Sam - ClutchKill.com - (8 kills with syringegun)
Blood Sucker: {TF2F}SME®BUI©K - (30 kills with blutsauger)
Broke Backburner: {TF2F} FlyingPenguin - (223 kills with backburner)
Can You Dig It?: {TF2F}.TüRb!NE. - (3 kills with shovel)
Doctor's Certificate: Maero - (16 kills with bonesaw)
Drunken Brawler: [???] Deviruchi - (4 kills with bottle)
Epic Defender: {TF2F} Spy - (9 kills with wrench)
Fire Spitter: {TF2F}blistering - (100 kills with flamethrower)
Flare Gunner: {TF2F} FlyingPenguin - (12 kills with flare gun)
Grenade Spammer: GeneralSheep - (47 kills with pipe)
Grey Matter: STar - (168 snipings as sniper)
Hadouken Master: Xandier - (1 kills with pyro taunt)
Hot Potato: {TF2F} BOOSH Rizzilio - (4 kills with rocket deflection)
I <3 Sasha: {TF2F} Bitch Nasty - (181 kills with minigun)
Knife Maniac: {TF2F} Dartagnan - (109 knifings)
Last Resort: [Ba-El] BoC - (26 kills with smg)
Manslayer: [FRGT] Klare - (10 kills with machete)
Master Fister: Maero - (3 kills with fists)
Peashooter Marksman: Corporal Clegg - (48 kills with scout pistol)
Pickle Squad Award: [NH]Pitt - (18 pickles man handled)
Rocket Scientist: [TF2F]Lancer - (217 kills with rocket)
Scatter Shot: Corporal Clegg - (147 kills with scattergun)
Sentrygun Master: Numenor - (142 kills with sentrygun)
Spam Blocker: {TF2F} BOOSH Rizzilio - (1 kills with pipe deflection)
Spy Checker: {TF2F} Fanlaen - (5 kills with pistol)
Sticky Explosion: {TF2F}Album - (105 kills with pipe remote)
Ubersawer: Psycholord - (27 kills with ubersaw)
Stats Refreshed 6/24/2008 5:00:03 AM CST
AddThis Social Bookmark Button
Fortcast Podcast
Donate
Welcome, you are not logged in.
Login or Register
Team Fortress 2 Fort Team Fortress 2 Fort