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Character Specific Details Koth_Abandoned_Intelligence

Class Breakdown

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Page 1: Class Breakdown

Character Specific DetailsKoth_Abandoned_Intelligence

Page 2: Class Breakdown

ContentsClick on class to view specific details, map advantages and

balancing. Or Just go through the Presentation.

Scout

Soldier

DemoMan

Sniper

Spy

Pyro

Heavy

Engineer

Medic

Page 3: Class Breakdown

Scout – getting to the control point

The scout’s main route to the command point is via the wooden platform

Only the scout can clear the gap with his double jump

The scout has the quickest route to the control point and is also the fastest. The sniper has a full view of the scouts quickest route to the control point. This balances the level out.

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Page 4: Class Breakdown

Soldier – Rocket Jumping 1 of 2

The Solider can rocket Jump over the fence at any time to gain an advantageous position. The soldier can the rocket jump from the fence to the containers and proceed to the second floor. The soldier will lose a lot of health doing this, there are health pickups along the way if he isn’t killed.

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Page 5: Class Breakdown

Soldier Rocket Jumping 2 of 2

The soldier can rocket jump on top of the control tower for an advantageous looking point.

No matter which side the soldier is on the opposing sniper can see him

The soldier is able to rocket jump from the entrance ramp to the second floor of the control tower. This uses less health than the alternate fence method. However it is much farther from the spawn.

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Page 6: Class Breakdown

Demo Man 1 of 2The DemoMan is able to fire his grenade/stick launcher to all three floors from the ground.

The DemoMan will mainly play a support role in this map because of it’s central fighting point and size. The rooms all have relatively low ceilings which make for opportune sticky bomb mining.

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Page 7: Class Breakdown

Demo Man 2 of 2The DemoMan can safely fire support rounds up to each floor. It is possible to see the control point and hit it with grenade/sticky rounds.

The DemoMan can fire over the top of the control tower and hit the control point. This support fire is not accurate enough to be unbalanced but could help an attacking team.

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Page 8: Class Breakdown

SniperFrom the Sniper tower the player has a large view of opposing teams attacking routes. The Sniper can see each of the three levels and their entrances

The Sniper has other advantageous positions but these usually come with a cost of being out in the open as opposed to the dark sniper tower.

The Sniper can see the top floor of the Control point but his view is limited to the window. This however is the only place the players can get health from. This is the time for the Sniper to strike.

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Page 9: Class Breakdown

Spy

The Spy’s best option to get inside the control tower (other than walking in his entrance) is to disguise himself as an opposing team member. The Spy can then drop down behind the cover on either side of the map – Disguise himself and then Cloak into the Control tower.

The Spies cloak time lasts until the player can get inside the control tower on the opposite teams side.

Disguise yourself as an opposing team to get to advantageous positions.

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Page 10: Class Breakdown

PyroThe Pyro has few options for getting into the control tower, he will take the slower more defensive route.

Once inside the control tower the Pyro has an advantage.

Because the Map has many small enclosed spaces the Pyro is an obvious choice and has a large advantage when defending and attacking. This is why the Pyro is limited to one per team to balance out with the other classes.

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Page 11: Class Breakdown

Heavy

The open areas mean the slow heavy will have to take a longer safer route to get into the main action. The small spaces (indoors) give the Heavy a large advantage – It is the opposing teams job to make sure they don’t get there

Heavy plays an important role in defense and offense in this map – with limited entrances to each floor it is easy to defend. The Heavies slow movement will make it difficult for them to reach an advantageous position

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Page 12: Class Breakdown

Engineer 1 of 2The Engineer will mostly make use of the outdoor spaces and act as filter for his team. The Engineers main job will be to stop other team members getting into the Control Tower

The Engineer needs to go into the main control tower to get supplies for upgrading his machines.

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Page 13: Class Breakdown

Engineer – Teleporting 2 of 2

Teleport Exit should be put in any advantageous position (too many to list)

When using the Teleport Entrance the best places to put them are on the opposing side of cover to the enemies view and close enough to the entrance for it to be advantageous

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Page 14: Class Breakdown

MedicThe Medic will take a similar route to the Heavy (because the Heavy/Medic combo is so strong) The medic will take a covered longer route to get to an advantageous point.

Inside the Control tower is a number of objects the Medic can use to hide and heal. The further up the tower the less cover to stop the Medic giving a defending team the advantage.

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