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=== Fourth point === {{Map locations | title = Badwater Basin — The fourth point (1) | image = Badwater Point D1.jpg | area1 = Ramp | x1 = 423px | y1 = 144px | area2 = Flank / Tireside | x2 = 635px | y2 = 157px | area3 = Top | x3 = 662px | y3 = 252px | area4 = Under | x4 = 215px | y4 = 229px | area5 = Map room | x5 = 144px | y5 = 115px | area6 = Bottom | x6 = 487px | y6 = 253px }} {{Map locations | title = Badwater Basin — The fourth point (2) | image = Badwater Point D2.jpg | area1 = Ramp | x1 = 88px | y1 = 182px | area2 = Bottom | x2 = 316px | y2 = 237px | area3 = Stairs | x3 = 505px | y3 = 209px | area4 = Flank / Tireside | x4 = 380px | y4 = 114px | area5 = Top | x5 = 427px | y5 = 152px }} ==== Attacking ==== The fourth point gives a bit more leeway when trying to push than the previous point. There are a couple of ways of attacking the last point: * '''Through choke''' — This push is suitable when the opponent's not holding on the ramp. In that case, you can safely activate the ÜberCharge late, which gives you more time to take down enemy targets. It will however fail if the opponent's holding close. * '''Through map room''' — Regardless of the enemy's positioning, this push is perhaps the most preferable one; when the enemy's holding choke close, going through map room will cause them to be separated from the team; when the enemy's closing far back, this push allows to über late without much risk. The only caveat is, most teams will have a player watching the map room, so to execute this push successfully, the attackers will have to go as quickly as possible. * '''Through flank, dropping down from top''' — Completely avoids all the enemies, however, if the sentry isn't down, dropping down on it will cause the übered players to fly away, and will essentially render the über useless. The flank classes can utilise the stairs to try and get a pick in a moment of confusion. ==== Defending ==== On defense, teams utilise the following two holds: * '''On the ramp''' — This hold is supposed to deny the opponent the choke. The Heavy and the Medic stand on the ramp, by the wall, while the Demoman stays on top of the ramp and fires his explosives, trying to put out as much damage as possible. This hold is very offensive-minded, and should not be performed by teams with worse coordination. * '''On the bottom''' — This is a more passive hold, used by lower teams or as a "last stand" of sorts. The combo holds by the sentry gun. In this position the map room push isn't as dangerous, but the team still needs to look out for the combo. The sentry is usually placed below the platform, due to being able to shoot into the map room from this position. The Scout or the Soldier usually watch the flank to make sure no attackers slip by. As on the second point, if the Medic is close to über, and the other team used theirs, you can retreat up the stairs, charge the remaining percentage, and go back down.
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