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Badwater
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=== Third point === {{Map locations | title = Badwater Basin — The third point, defenders' perspective | image = Badwater Point C1.jpg | area1 = House | x1 = 162px | y1 = 140px | area2 = Choke | x2 = 348px | y2 = 281px | area3 = Boiler room | x3 = 592px | y3 = 130px | area4 = Top | x4 = 751px | y4 = 216px }} {{Map locations | title = Badwater Basin — The third point, attackers' perspective | image = Badwater Point C2.jpg | area1 = Top | x1 = 183px | y1 = 240px | area2 = Window | x2 = 476px | y2 = 83px | area3 = C sign | x3 = 378px | y3 = 190px | area4 = Corner | x4 = 600px | y4 = 193px }} ==== Attacking ==== The third point is considerably separated from the two previous ones. There are just three entries into this point, two of which are vulnerable to spam, and the third is too open to consider pushing from. This means going without an ÜberCharge is very much unadvisable. The attacking team can choose one of the three locations to push: * '''House''' — This route is unadvisable if the enemy Pyro is alive, for reasons similar to the second point's stairs. A team should not actively hold the house - it's an enclosed space, vulnerable to splash damage; the attackers should go through the house as quickly as possible to avoid getting caught out. * '''Choke''' — Although it's quite a ways off from the combo will hold and where the sentry will be, it's probably the best bet for an attacking team. The main objective of the ÜberCharge should be to take down the sentry, which will most likely be placed in the window up top, as it stops any kind of progress. Then, the rest of the team can flood in and maybe swarm the opponent. * '''Boiler room''' — The openness of this route will force you to use the ÜberCharge early, and the entrance is even farther away from the defenders than the choke. Not advised. Suicides are very tough on this point, as there are no good flanking routes. On the contrary, if the Engineer uses the window sentry, he might be vulnerable to Spies, and if the Pyro is with the Engineer, that puts the combo at risk. Any successful attempt on either of them is an immediate cue to push as soon as possible. ==== Defending ==== This point is even better than the previous ones to defend, due to a multitude of reasons, some of which were outlined in the Attacking section. The defenders can hold in two places: * '''By the house window''' — The Medic stands with his back to the window, making him impossible to backstab, while the Heavy and the Demoman watch the inside of the house and the boiler room. The better the team coordination is, the stronger this hold becomes. It has one flaw though; the enemy Demoman can shoot grenades over the roof, which can catch the Medic and cause him to die or drop. * '''By the stairs''' — This spot requires less coordination, but makes the defenders lose the height advantage. This can be countered by closely watching the house and reacting to enemy ÜberCharges immediately. There are also two sentry positions: * '''In the window''' — As the window overlooks the entirety of the point, it is a very good position, especially with the Wrangler. On the flipside, it causes the Engineer to be separated from the rest of his team, which make him vulnerable to attacking Spies. This can be remedied by devoting the Pyro to spychecking, but it causes him to be less effective, as he has to watch out for both the Engineer and the Sentry. * '''By the C sign''' — This sentry doesn't cover a lot of ground, but still stops the attackers from capturing the point. This spot is used by teams who don't want to devote the Pyro to the Engineer. If the defenders are pushed out to the corner, it is pretty much impossible to defend the third point any longer. The defending team should back up to the last point.
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