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=== Second point === {{Map locations | title = Badwater Basin — The second point | image = Badwater Point B.jpg | area1 = Stairs | x1 = 269px | y1 = 71px | area2 = Roof | x2 = 215px | y2 = 127px | area3 = Back stairs | x3 = 97px | y3 = 195px | area4 = Back entrance | x4 = 263px | y4 = 203px | area5 = Flank | x5 = 587px | y5 = 215px }} Despite the cart moving through the area below the roof, just in front of it, actually no fighting takes place there. The only classes that might be down below during a stalemate are the pushing BLU classes and the RED sniper. ==== Attacking ==== Assuming a stalemate situation, an attacking team will seek to build the ÜberCharge while suiciding its players to try to get an advantage until the Medic is around 80%. The nature of this point, including the huge height advantage, renders any kind of push on the cart useless; the attackers are pretty much required to take the roof to advance. The huge flank area behind the roof might help any bombing players, as they can easily cover the distance via explosive jumping, and it's the only way to attempt a suicide play on the enemy combo. It also holds two medium healthpacks, one in the room in the back and one in the corner of the fence. There are two viable pushing routes on this point: * '''Stairs''' — The viability of this push depends mainly on whether or not the Pyro is alive. Due to the fact that this route leads through a very narrow entrance, it is very easy to be stopped from entering the roof. Advised only when pushing with momentum. * '''Back stairs''' — This way requires going through the back entrance to the back stairs and walking up. The Demoman can stay on the bottom on the stairs and simply fire his explosives, while the Pyro and the Heavy advance with the Medic. If the back stairs aren't watched by the defenders, it makes for a very good push. It is pretty much the best available choice. If the enemy team lost a lot of players on the first point, it is a good idea to push up the combo to the first RED spawn door and basically spawn camp the enemy, forcing them to take the longer route and lose the second point without contest. ==== Defending ==== Acquiring the roof is crucial to attempting any kind of defense. If your team cannot get on the roof in time, it's simply wiser to attempt a third point defense instead. The sentry should be positioned on the ledge of the roof, to deny all players trying to push the cart. Once again, it is very key for the Pyro to stay up at all times, as he excels while he has a height advantage over the attacking combo. Another important aspect of this point is making sure the flank area is being watched at all times, as the attackers might attempt to kill the Medic by bombing. If the enemy team used their ÜberCharge, and the defending Medic is on about 85-90%, he can retreat through the back stairs and then towards the cart, just to double-back and go up again when the enemy über fades, cleaning up all the attackers and perhaps reacquiring the roof.
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