Editing Upward

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

This page supports semantic in-text annotations (e.g. "[[Is specified as::World Heritage Site]]") to build structured and queryable content provided by Semantic MediaWiki. For a comprehensive description on how to use annotations or the #ask parser function, please have a look at the getting started, in-text annotation, or inline queries help pages.

Latest revision Your text
Line 169: Line 169:
 
Choosing a push depends on how close the defenders choose to hold.
 
Choosing a push depends on how close the defenders choose to hold.
 
* If the opposing Heavy and Medic are holding inside the '''house''', the primary objective is to take it back, as it provides obvious height advantage and is close to both the sentry and the RED spawn. This hold is very hard to break however, as it is pretty much impossible to force the enemy combo while it's holding inside the house, therefore it's very important that the other attackers try to create a player advantage that would force the enemy to back out.
 
* If the opposing Heavy and Medic are holding inside the '''house''', the primary objective is to take it back, as it provides obvious height advantage and is close to both the sentry and the RED spawn. This hold is very hard to break however, as it is pretty much impossible to force the enemy combo while it's holding inside the house, therefore it's very important that the other attackers try to create a player advantage that would force the enemy to back out.
* If the defenders are holding the '''platform''' area, taking the point is much easier; a push through the house is almost impossible to defend and will pretty much always mean that the Sentry will go down and the enemy Medic will either die or use the ÜberCharge to get out.
+
* If the defenders are holding the '''platform''' area, taking the point is much easier; pushing through the house is almost impossible to defend and will pretty much always mean that the Sentry will go down and the enemy Medic will either die or use the ÜberCharge to get out.
  
 
As this is one of the major holds on the map, some teams will often overcommit and lose many players when defending. If that happens, it's vital to capitalise on this and spawncamp as much as possible, and push up quickly after the point is captured, to try and get the next point unopposed.
 
As this is one of the major holds on the map, some teams will often overcommit and lose many players when defending. If that happens, it's vital to capitalise on this and spawncamp as much as possible, and push up quickly after the point is captured, to try and get the next point unopposed.

Please note that all contributions to comp.tf may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see comp.tf:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)