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Thread: GoldRush, How do you handle it?
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06-13-08, 01:27 PM #1
GoldRush, How do you handle it?
So we have been playing this map a lot and it's slowly become my second favorite map next to Dustbowl. I was wondering what strategies have you found to be effective and which ones are useless? In the first area, first point, I've found that placing a sentry on both sides behind the rocks just over the hills can be effective, as is placing a sentry just in the house so it faces the point, but that gets the enemies a little too close and you soon go down.
Then final point First area seems very hard if you put a sentry in the top left above the point and to the right just off that ledge which seems to be popular. As long as your team mates take care of long range threats and spies no one is getting past that point without well placed ubers.
As for Assault, I've found that having a Scout crouch by the cart at all times is very useful and can easily run by sentry's to get to the cart and push it a good distance before he gets taken down. Also not everyone should stand on the cart, maybe a scout and a soldier or something but not everyone. Sure it moves fast but you should move up and take out the enemy before they set up. It's like Dustbowl, you have to be relentless while on Assault.
So how do you handle it?
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06-13-08, 01:36 PM #3
Re: GoldRush, How do you handle it?
Originally Posted by FragRaptor
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06-13-08, 02:00 PM #4
Re: GoldRush, How do you handle it?
I absolutely love this map and style of map. I hope they come out with more of them.
First Round
Offense - Have a good sniper to take their sniper out first.
Uber out and blow up the two sentries they probably have behind the rocks. Demo/pyro/heavy is good for this.
Put a heavy on the cart and hold down the trigger. You will not run out of ammo. Don't forget to swing around to take out those pesky spies and again, make sure your sniper has theirs down or you become a big fat slow target. If you crouch in front of the cart it will push you.
Medics - have 3 - if you are on the cart continue healing those around you. Your healing does a lot more than the cart.
You should pretty much be able to plow to the first point with 3 medics.
After the first point you need scout/spy/demos to move up and clear a path as best they can. Make sure there are no easy sentries to take out.
Then uber a demo and take out the sentry that is always put up across the bridge on the right.
Then get on the cart again. Not stopping is key on the first map
If you do get stopped get an engy to put up a tele in the building
Keeping the cart moving is key. As soon as you start seeing it roll back you have lost momentum. If that does happen, a spy can easily cloak and duck behind the cart. Uncloak and perform an attack to remove your costume and you will be blocked by the cart from bullets and the cart will move. If your sniper is good and can take out the demos you will always be able to push it a ways. This is key. Dead demo = no stickies = move cart with ease.
This same tactic works for all maps. Get some momentum in the beginning after wiping our their sentries, throw up a tele, have your spy and sniper kill their snipers and get on the freakin cart. Use ubers to either take out large groups of them, or to take out sentries. Be patient and WAIT FOR THE UBER. Charging in with a 50% uber is stupid and you both will probably die.
As is the case with most maps, on a full server 3 medics is NOT too many. 1 medic is not enough ever. The added offense doesn't balance out the loss in healing because the respawn timer is your enemy. Also have a good balance of players. I hate seeing 4 spies, or 3 scouts and 3 snipers on offense. It's useless.
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06-13-08, 02:14 PM #6
Re: GoldRush, How do you handle it?
Ive just noticed that the very last point is always a weak point for the attacking team to just turn that corner. Many people dont realize the two great flanks that can be utilized there. On the right, there is the drop down where you can easily avoid most sentries and its not really guarded. You can cause havoc for some time and draw attention away from the middle. The mine shaft is so underused that the defense never really defends it. You can go all the way around to sneak up behind the enemy there! If anything you just sit in the pit where they respawn and keep them back a bit while your team pushes forward. Hell, I think Im going to start putting my teleport exit over there to make people go that way.
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06-13-08, 02:16 PM #7
Re: GoldRush, How do you handle it?
Defense can be either really fun on this map, or really frustrating.
For the first point have up both sentries behind the rocks and put dispensers. They help the soldiers and heavies immensely. Also, put up at least 1 tele.
Snipers - same thing - kill the enemy sniper. On defense at point one it's not as critical because you have more stuff to hide behind, but point 2 is huge. You might even consider 2 snipers for point 2 if they're good. Otherwise, be a demo.
You can get away with two medics, but if they have three then you should have three because if they are doing their job right they should be sending in one uber after another. Defense should always save theirs to the very last possible second.
Demo demo demo. Keep the ground outside their base and around the cart COVERED with stickies. Uber a pyro or heavy after they have blown theirs and wipe them out. This buys you at least 30+ seconds. Just keep doing this as long as you can. Typically the objective of the first point if you are on defense is to just slow them down for as long as possible. You will rarely stop them there.
Engies - once your gun is blown up at point 1, retreat to point two and build up a level 3 as fast as you can. You won't regret this. Rebuilding a gun on point 1 is worthless and a waste of resources.
Spies - have one - on point one just get back there and stab medics and heavies. Don't bother with the other guys.
Scouts - yea, um, I have had people argue their value on defense, but this map requires massive firepower to overwhelm your enemy. Be a demo or pyro, seriously.
On point 2 (or 3+ on the later levels) have either a pyro/medic or demo/medic and a spy as a squad that goes out and blows up anything they've built up. Keeping their sentries/teles down helps immensely. CAVEAT - I have been in lots of rounds where not just the two guys go out, but 80% of the team leaves the cart. Don't be stupid. Stay with it. They will ALWAYS come to the cart sooner or later and when your team is spread too thin they have an opportunity to penetrate your defenses. Defense should be concentrated and coordinated. There is never a circumstance where more than three of your 10 or so players should be out of sight of the cart. I've lots sooooo many games when solo guys think they're rambo, four or five of these knuckleheads get killed, and the game is lost. 2 engies and 2 snipers can't defend forever.
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06-13-08, 03:10 PM #8
Re: GoldRush, How do you handle it?
I have also been successful in taking a medic-soldier (could be a pyro or demo as well) on the offense respawn of the last part of the map and cleaned up. We went in ubered so everyone ran out of the spawn only to meet 2 sentries, a mine field of stickies, and a heavy mowing them down. Then when they respawned, I just kept picking people off right when they came out the doors, and again, anyone that ran met their doom on the outside. It shaved a good 2 minutes off the time.
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06-14-08, 12:41 AM #9
Re: GoldRush, How do you handle it?
I find that people dont want to go to the cart. Yesterday me and Ruukil kept pushing the left hand side when the cart was stuck RIGHT outside the 2nd cap on the first map. We died like 5 times but we got it in.
People forget that this isnt like a cap point where 1 person gets on it and can hold the enimy off due to room. Iv seen like 8 people hang back shooting stuff long range and doing nothing.
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