Team Fortress 2

Team Fortress 2

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Competitive Highlander Lakeside
由 Meme Trash 制作
Lakeside. One of the best KOTH maps in TF2. It is the only one that I've ever supported, yet is sadly underrated, and hard to find servers for. However, It frequently appears as the map for UGC Highlander matches, and because of that I will share my expertise on this map

   
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Opening Movements
For these opening movements in the match, you will want to divide your team into 3 groups:

Group 1: Medic, Heavy, Engineer, Pyro, Soldier, and Demoman.

The job of this group is to be the main pushing force. They will have to stay close together, with the pyro airblasting away projectiles, and the engie destroying them with the short circuit. Their main Job is to capture the room inside the Obelisk, with the large health pack on the pedestal in the pool of water. Doing this will allow you to easily cap and defend the point, heal easily, get an engie nest set up, and most importantly, make sure that the other team cannot use that health pack

Group 2: Sniper

The job of the sniper is pretty simple, as this is a great map for sniping. Simply pick off the other sniper, and anyone else who goes in the open to try and cap the point. The entirty of the wooden balcony is a good

Group 3: Scout, and Spy

These two classes have basically the same job, with slight differences. They will both try and get around the other team's defenses, trying to kill them and distract them from capturing the room. Spies however, should place more emphasis on killing engineers and their buildings, while scouts focus more on the slower moving, but harder hitting explosive classes like demoman and Soldier.
The medic is a priority for both classes.

Part 2
Part 2 starts when you havve captured the room, and the engie has set up at least a L2 Sentry. After that, you will want to divide your team into four groups.

Group 1: Medic, Heavy, Soldier, Demoman, and Scout.

The role of this group is to capture the point. Plain and simple their objective is to hold that point as long as possible. At this point they are out in the open, and are particularly vulnerable to Snipers, so emphasis should be placed on taking them out

Group 2: Engineer, Pyro

This group will be focused on protecting and maintaining the sentry inside the room. While doing so, the engineer should set up teleporters and dispensers to aid his teamates if they ever need health or ammo. It is recommended that he equips the southern hospitality wrench to spycheck.

The Job of the Pyro is to reflect any projectiles out of the room, and kill anyone who gets in. It is reccomended that he equip the Neon Annihilator, for its 100% critical hits vs. wet players, and the ability to remove sappers, in case the engineer gets incapacitated.

Group 3: Sniper

The sniper has the same job as last time, except now it is more important to kill the other team's sniper.

Group 4: Spy

The Spy has the same job as before, except he should [/u]especially[/u] focus on destroying the Engineer and his buildings, along with the opposing Team's sniper
General Tips
Once you have the setup detailed in Part 2, you should be able to defend fairly well, but here are some general tips for each class:

Scout:
-Equip Mad Milk, it will give your teammates the extra health for pushes they need
- Use the Force O' Nature to blast enemies back and keep enemies out of the sentry room (This is not that important, and you may use primaries based on personal choice).

Pyro:
- Do not equip the Backburner or Phlogistinator. Airblasting enemies and projectiles is essential to winning.
- Enemies will likely be bunched up for a push, so it is reccomended that you use the scorch shot in order to set as many on fire as possible. (This is not that important, and you may change secondaries based on personal choice).

Soldier:
- Do not equipt the Rocket-Jumper or attempt to go ahead of your teamates. This will only lead to getting you killed and leaving the team without a significant source of firepower
- Equiping the Disciplinary Action will give your team a nice speed boost, and provide them that little advantage they need to get to the point first.

Heavy:
- Equip the Sandvich, and use it to heal your medic in case he is on fire or low on health.

Engineer:
- As mentioned in Part 2, equip the Southern Hospitality to spycheck
- The Rescue Ranger can be used to take your Sentry Gun out of a risky situation, and repair it if needed. (This is not important, and you may change shotguns at your discretion)

Demoman:
- Do not sticky jump or equip the Sticky Jumper, you will just wind up dead and have yourteam lose a significant source of firepower

Sniper:
- It is recomended that you equip Jarate, both to help your team with pushes, and to reveal cloaked spies. Jarate is especially useful against spies using the Dead Ringer, because neither the Dead Ringer nor health-packs can remove Jarate.

Medic:
- Only Pocket the Heavy when the other team is actively attacking, make sure to heal other teammates too.

Spy:
- Use the rooms opposite the sentry room to refuel and decloak

General:
- Watch for spies refueling and decloaking in the rooms opposite the sentry rooms
1 条留言
gaming4Joy 2013 年 10 月 5 日 下午 1:07 
Lakeside is one of my favorite maps in the game, thanks for making this guide, hopefully with this guide more people can learn to love it like we do. :D: