<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>The Furry Pound &#187; strategies</title>
	<atom:link href="http://www.thefurrypound.org/?feed=rss2&#038;tag=strategies" rel="self" type="application/rss+xml" />
	<link>http://www.thefurrypound.org</link>
	<description>Just another WordPress weblog</description>
	<lastBuildDate>Tue, 21 Nov 2017 09:27:01 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.1</generator>
		<item>
		<title>The DemoVixen’s How To: Offense on CP_Steel, Part Two</title>
		<link>http://www.thefurrypound.org/?p=457</link>
		<comments>http://www.thefurrypound.org/?p=457#comments</comments>
		<pubDate>Thu, 11 Nov 2010 20:36:50 +0000</pubDate>
		<dc:creator>NikkyVix</dc:creator>
				<category><![CDATA[Team Fortress 2]]></category>
		<category><![CDATA[TF2 Strategies]]></category>
		<category><![CDATA[guides]]></category>
		<category><![CDATA[strategies]]></category>
		<category><![CDATA[TF2]]></category>

		<guid isPermaLink="false">http://www.thefurrypound.org/?p=457</guid>
		<description><![CDATA[Howdy again all, and Happy Binary Day! It’s time for another edition of the DemoVixen’s How To.  This is the second installation of our two-parter from last&#8230;forever-ago. Subjects: Prologue Steel Cap D Steel Cap E Cold Steel (BLU Offense, Part II) When last we left off, your team had just gained C cap and were [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: left;">Howdy again all, and Happy Binary Day! It’s  time for another edition of the DemoVixen’s How To.  This is the second  installation of our two-parter from <a href="../../?p=239">last&#8230;forever-ago</a>.</p>
<p style="text-align: left;">Subjects:<br />
<em>Prologue<br />
Steel  Cap D<br />
Steel  Cap E</em></p>
<h2 id="internal-source-marker_0.4184230267894927" style="text-align: center;"><span style="color: #000080;">Cold Steel </span></h2>
<h2 style="text-align: center;"><span style="color: #000080;">(BLU Offense, Part II)</span></h2>
<p style="text-align: left;">When last we left off,  your team had just gained C cap and were thrusting into RED’s  stronghold to take the last two&#8230;wow, this has been a long match.   There’s been a few big updates and a lot of changes to TF2 since then,  so while we’ll jump in I’ll try my best to incorporate pertinent new  stuff.</p>
<p style="text-align: left;">With the fall of C, the bridge walkway granting access to E for the less mobile classes is  now available, opening the third way to get to  D.  RED has less space to work with now, but will be determined to lock  out D and E as best they can.</p>
<h3 style="text-align: center;"><span style="color: #000080;">Interior D:  Drawn and Quartered&#8230;</span></h3>
<p style="text-align: center;"><span style="color: #000080;"> </span><a href="http://www.thefurrypound.org/wordpress/wp-content/uploads/2010/11/Image-DVHT_SteelO_071.jpg"><img class="size-full wp-image-463     alignnone" title="Steel Offense D 01" src="http://www.thefurrypound.org/wordpress/wp-content/uploads/2010/11/Image-DVHT_SteelO_071.jpg" alt="" width="500" height="259" /></a></p>
<p style="text-align: center;"><em>fig. a.1<br />
</em></p>
<p style="text-align: left;">D  Cap.  An enclosed, close- to mid-quarter zone where you now have four  access points to get in from.  The closer quarters will work for and  against you: you’ll have better control of explosions in halls and  corridors, but if a fight comes down to CQC you’ll have less maneuvering  room.  Concerning enemy Engineers, the most effective places to build a  covered sentry will be atop the spawn-ramp stair, on the ground before  the spawn facing the point and far entrance, and in the entryway that  leads from E.</p>
<p style="text-align: left;">With  the proper cover and quick edging (popping out of cover just long enough to throw a sticky and duck back), these risky positions can be addressed from attack route 1. You might not even need an Übercharge.  Remember  however that from the position in figure a.1, you are in the vicinity of the enemy’s spawn room and they  can exit it to attack you at any time, so caution is  always necessary. Note that RED is vulnerable from attacks coming from the upper  spawn door landing leading into D from C, so your preference for attack  should be that direction (unless enemy concentration is focused there).   In that case, attacking from the far west entryways (attack route 2) are a viable way to  go as they can provide adequate cover and are often a less-heeded  threat than the upper spawn landing.  it&#8217;s good for  getting close as an Übercharged pair, popping out and flinging a few  bombs into a crowd that’s competing on the cap, or to get some  explosives onto the upper landing to deal with enemies and hardware  there.</p>
<p style="text-align: center;"><a href="http://www.thefurrypound.org/wordpress/wp-content/uploads/2010/11/Image-DVHT_SteelO_08.jpg"><img class="size-full wp-image-464 alignnone" title="Steel Offense D 01" src="http://www.thefurrypound.org/wordpress/wp-content/uploads/2010/11/Image-DVHT_SteelO_08.jpg" alt="" width="500" height="265" /></a></p>
<p style="text-align: center;"><em>fig. a.2<br />
</em></p>
<p style="text-align: left;">Upon taking the point,  if you are granted a brief respite from fighting, you’ll need to decide  quick where best to place your stickies as a trap.  Respawning enemies,  8 times out of 10, will be coming straight from the upper landing spawn  doors, so leaving trap stickies where they’ll be unexpected is a good  idea (I’m avoiding situations where one commits spawn camping; opinions  vary, but my personal philosophy is choosing to resort to spawn-killing  doesn’t teach you much).    The enemy does not have a clear shot at the  point from the spawn, so performing a fake out&#8211;acting as if you don’t  see them coming by not looking at them or acknowledging their  maneuvering to attack you&#8211;is an effective setup for the bombs placed in the locations in figure a.2.</p>
<p style="text-align: left;">In the case of the 2 out of 10 who will  leave the E-side spawn door and attack D from E (or possibly defenders  coming from E), their direct access is the E Entryway.  Sticky-trapping  this entry is ideal, but you must be wise in trapping here as splitting  stickies between  it and your traps on the upper landing will make both  less effective.  Furthermore, the medium health kit in the entryway is  there to heal a survivor.</p>
<p style="text-align: left;">Entering D from E, an enemy will either  immediately cut in front of the crates and engage you, or slip behind  the crates to round to the other side.  So be prepared for the possibility of  attacks from E, the worst case scenario being a Heavy, Scout or Pyro  suddenly popping into view at mid- to close range.  Stickies hidden as  noted can damage or kill most classes, and having your grenade launcher  trained in that direction can put down the wounded and suppress its  backup.  Being alone on D cap is a terrible situation, but it’s possible  if you are creative with your stickies, conservative of your ammo, and remain observant of the  three primary entryways RED will use to come kill you.</p>
<p style="text-align: left;">If you’re fortunate to  survive long enough to score a capture of D, you’ve essentially trapped RED  to roughly one half of a room that they have to fight to turn into one  whole locked-down room if they wish to survive.  It’s time to push the  full of your team into the grinder.</p>
<h3 style="text-align: center;"><span style="color: #000080;">Launch Chamber E: &#8220;You Shall Not Pass!&#8221;</span></h3>
<p style="text-align: center;"><a href="http://www.thefurrypound.org/wordpress/wp-content/uploads/2010/11/Image-DVHT_SteelO_091.jpg"><img class="size-full wp-image-468 alignnone" title="Steel Offense E 01" src="http://www.thefurrypound.org/wordpress/wp-content/uploads/2010/11/Image-DVHT_SteelO_091.jpg" alt="" width="500" height="299" /></a></p>
<p style="text-align: center;"><em>fig.  b.1</em></p>
<p style="text-align: left;">E-cap Rocket Chamber: A nightmare for Redmond’s boys to  defend from Blutarch&#8217;s determined and wily team.  It&#8217;s a sweet spot of a  cap point to attack.  If there is a sentry in the hall from D to E, you can easily edge it to destroy it.  Barring enemy Snipers across the way and enemy  Spies who have the full range of the base to get at you, you have  more cover here than most any other cap save for B, and it’s all because  of the little sub-ledge that lay just beneath the Engineering deck on  RED’s side.  Arrows lead into it from B door and C basement.  This oft-overlooked platform has a slight lip that can  allow you to safely chuck stickies up onto the ceiling above the Engineering deck and on top of Engy buildings; three to five spaced about in afoot-wide  cluster will be sufficient to kill the Engineer and anything he has  built there often times without the Engy or his sentry even being aware.   Talk about convenient!</p>
<p style="text-align: left;">Furthermore, RED defenders who are swarming a  capture point are most likely looking at the B-C joint entryway that is  level with the cap itself, expecting an attack from B or even the far  A-side access.  Four grenades into a cluster of RED defenders fighting  or swarming that cap will make sure that everything there has a bad day.</p>
<p style="text-align: center;"><a href="http://www.thefurrypound.org/wordpress/wp-content/uploads/2010/11/Image-DVHT_SteelO_10.jpg"><img class="size-full wp-image-466          alignnone" title="Steel Offense E 02" src="http://www.thefurrypound.org/wordpress/wp-content/uploads/2010/11/Image-DVHT_SteelO_10.jpg" alt="" width="500" height="256" /></a></p>
<p style="text-align: center;"><em>fig. b.2</em></p>
<p style="text-align: left;">But let’s say your team has made a push  straight from D into E corridor and, for the time being, owns RED’s  landing territory.  This is where you can be the single most  important defender for the team, the block from which the enemy must pay hell just to pass.  Take a look: hanging back on the Engineer deck  gives you an overlook of the entryway leading into D and any other way RED might come to attack  those on the point.  RED attackers cannot use the resupply doors  facing E due to the doors locking down when D is capped, so it’s likely they will approach from D.   Sticky-trapping the hell out of the entryway is an excellent way to  ensure that RED cannot reach your teammates in time.  Like locking down  D, the Scottish Resistance would shine in this situation, but the classic launcher is fine.</p>
<p style="text-align: left;">You have many options, all more efficient than D&#8217;s:  making visible  stickies will be a deterrent and cause the enemy to hesitate.  Hiding trap stickies will lull the enemy into rushing  the corridor, carrying them  right into an unexpected detonation.  Stickies cannot grab the catwalks,  so you can roll them to the ends to stick to the landing or the cap  itself and be a trap for Spies or other enemies that attack your teammates directly; You&#8217;re on the platform to defend them, after all.  The staple of your combat ability is area  denial; use it.  If you can coerce a Medic into hanging out with you on  the Engy deck, do so, but it’s not really crucial; the Sniper cabin  has sufficient health and ammo for you.</p>
<p style="text-align: left;">Beware of bombs or  rockets coming from the sub-level beneath you, and watch out for enemies firing down the hall at you, especially Snipers.  Always have grenades in the  chamber in case you need to fire down the stairs or sticky-trap the  stairs itself.  One Demo playing  gatekeeper can ensure that the BLUs huddled on the point have minimal  threat to deal with.</p>
<p style="text-align: left;">If you cannot afford to play gatekeeper,  you’ll need to place your bombs with an eye towards possible avenues RED  will attack from.  The little window in the figure is a favored firing  spot of Snipers, Heavies, Soldiers, Demomen&#8230;it offers nice protection  from the point.</p>
<p style="text-align: left;">That  is why it <em>must</em> be sticky-trapped.</p>
<p style="text-align: left;">If your ‘nade aim isn’t up to snuff to  make the hole from the point, leave stickies above and behind the heads  of anyone who would stand in that alcove and fire at the point.  Enough  to kill a Heavy and with a 1-foot spread to catch more people.  The  Engineer deck must not be allowed to be occupied by enemies.  This  whole area is a stretch to defend like D is, and taking it by your own against numerous enemies  is almost guaranteed to fail.  So be sure to have backup, or at least a  Medic to keep you alive while capping.</p>
<p style="text-align: left;">The key to E is locking RED out of getting  firing solutions on the cap, if not out of the room itself.  If you can succeed in this, then cheers,  mate: Victory is yours. And thus, the end of this tutorial.  I hope my approaches to Steel help at least some of you, and you can come up with different and maybe even superior tactics for yourself.  It&#8217;s all in how you approach a problem, boyo!</p>
<p style="text-align: right;"><em>Thank you for reading! </em><em>Next time, we’ll  tackle another difficult map as this most versatile class! </em><em>Feedback for <span style="text-decoration: underline;">The DemoVixen&#8217;s  How-To</span> is totally welcome either here or on <a href="http://steamcommunity.com/id/tikidingo" target="_blank">Niko&#8217;s  Steam Communities profile page</a>.</em></p>
<p style="text-align: right;"><span style="color: #000080;"><em>- Voop Out</em></span></p>
]]></content:encoded>
			<wfw:commentRss>http://www.thefurrypound.org/?feed=rss2&#038;p=457</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
	</channel>
</rss>
