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Badwater
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=== First point === {{Map locations | title = Badwater Basin — The first point | image = Badwater Point A.jpg | area1 = Rocks | x1 = 101px | y1 = 112px | area2 = Cliff | x2 = 394px | y2 = 54px | area3 = Middle | x3 = 266px | y3 = 123px | area4 = Slope | x4 = 168px | y4 = 176px | area5 = Top | x5 = 537px | y5 = 109px | area6 = Tunnel | x6 = 556px | y6 = 286px }} ==== Attacking ==== The round begins with the usual suicides, while the [[Medic]] waits in spawn with his [[ÜberCharge]]. A particularly important pick on this stage is the defending [[Pyro]], because all the viable push routes can be easily denied by him, due to the airblast's knockback. The ÜberCharge should be used once the cart is near the exit of the tunnel below the top area; the sentry will be overlooking that area, so taking it down is a priority. A team can decide to push from the following routes: * '''The cliff''' — It's not an advisable route if the enemy Pyro is alive, as the ÜberCharged players can be easily airblasted off the ledge, rendering the Über useless. It is however a good idea, if the Pyro is down and the attacking team has a player advantage. * '''Middle''' — The route to middle begins similarly to the cliff route, except for dropping down just over the tunnel's entry instead of going straight up to cliff. This route is probably the best choice if the enemy Pyro is not dead, and the ÜberCharge situation is even. * '''Slope''' — The slope can be a good way to push this point, but it takes a long time to get to the enemy combo. Moreover, the slope is a huge [[Sniper]] sightline, which could either cause the ÜberCharge to be deployed early enough to be unable to take advantage to it, or the Medic could simply drop to a fully-charged bodyshot or a headshot. * '''Tunnel''' — Probably the worst way to go on this point due to the huge height disadvantage. ==== Defending ==== As usual on Payload, the defensive team's aim is to hold back the attackers as long as possible, without overcommitting to the defense of the point. Usually, when a team has neither an ÜberCharge, nor a Sentry Gun, it will back up to the next point. Stopping an enemy push should be easy enough with the Pyro, if the situation is even. It is extremely important for the Pyro to survive, as he can make or break a defense. The defenders need to watch out so that the cart doesn't reach the Control Point if they are holding in the usual spot up top. Due to that, a team will usually devote a Scout or a Sniper to watch the tunnel area. If the enemy combo decides to use the ÜberCharge inside the tunnel, simply dropping down an übered Heavy-Medic combo should stop the push. The only escape route on this point is following the railtracks, so the defenders need to make sure to get away early to avoid losing players on the way out, which due to the respawn times being longer on defense, might prevent them from being able to effectively defend the next point.
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