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Kol.coldfront demonstar tips
Kol.coldfront demonstar tips











The slight height advantage and plenty of cover make it a significant location to control for both attackers and defenders. Outer Ring: The upper ring surrounding the central chamber that all teams must pass through if entering/exiting the area.Silo: Otherwise known as the far left flank, this passage is most commonly used to sneak an assault on the final CP but can become dangerous if you're caught in this narrow passage.Far-left (through silo), center, and far-right. Entrances from CP 2/4: Three small but separated doorways are used to enter the final chamber.Control Point: The final control points are locked into the center of the circular final chamber.

kol.coldfront demonstar tips

The spawn exit is visible in the High Cliff image.

kol.coldfront demonstar tips

BLU/RED Third Forward Spawn: When BLU or RED captures four of the five points in the map, they spawn in a narrow room that is near Point C.Separated into two halves by a pipe-bridge. Yard: Each side has a large, open intermediate area in between CP2 and the CP3 cabin.Behind the Rocks: A small safe haven for Medics and Engineers, especially due to the close proximity to medium Health and Ammo packs.Soldiers and Demomen can rocket jump on top for a better view of the area. House: The worn-down cabin which holds the control point.Normally a one-way drop-down, but Scouts and Soldiers can climb up, too. High Cliff: One of the passageways into the area from the yard.Two paths enter from the ground, going uphill as you get closer to the house, and an upper path among one of the high cliffs. Entrances: Each team has three paths to the house area.Control Point: The central control point rests comfortably within the wreckage of the cabin.In addition, various open spaces indoors allow Medics and Spies to move freely to advantageous positions while Snipers lay down suppressive shots.

kol.coldfront demonstar tips

Scouts, Soldiers and Demomen are able to traverse the cliffs and main house, while the slope of the terrain and sharp corners allows ambush classes such as the Pyro, Engineer and Heavy to take down attackers.

kol.coldfront demonstar tips

I'm on my 29th ascension and the game is both easy and fun now, and kills two or three hours of my day.Note: If you are having trouble with finding the locations listed here, you can scroll down to the Helpful overview section to see their exact position marked on the map.Įach area of the map provides ample opportunity for certain classes to utilize their abilities in order to overcome their enemies. KoL is really worth playing over and over. But I'm glad I didn't really know about the Wiki right away and that I didn't use KoLMafia from the beginning, because both will cause you to miss out on discovering things on your own (in the case of KoLMafia, even if you don't enable spoilers, it will tell you what you can craft with what you have, which for a while is more fun to do on your own).Īlso, don't worry when you read this subreddit and/or the forums and you have no idea what the hell people are talking about most of the time. I recommend doing what I did, which is to just play at first, and then start using the wiki on your second or third ascension, and also ( only after a couple of ascensions) start using KoLMafia with spoilers enabled. Just eat/drink what you find, read all the text, enjoy the jokes, do everything you can find to do. Your first ascension will suck as far as generating extra turns, beating bosses, and so on.













Kol.coldfront demonstar tips