• Heinsight Strategy - Payload Swiftwater

    For the basics of how to play Payload, check out the Strategy guide for Payload basics

    Now that you have the basics under your belt, we'll apply all of that directly to pl_swiftwater in a more descriptive way. So we will just focus on the team, and sometimes break it into more individual tips.

    I will pepper Offense and Defense with the best Sentry spots that I've found in the last few seasons.

    Offense

    CP 1
    The first thing you need to do is keep comms quiet during setup. Have some people up at the front window to see where they are going. Look for: 1) Stickies on your doors, 2) Sentry gun placement, 3) Sniper spot, 4) Spy calls out if Medic is using Kritz or Medigun. Fairly simple things. The Sniper/Stickies are the most important because they are the quickest things that can make your Medic drop right out of the door. As Medic its fun to start out with one gun and then after 5 or 6 seconds SWITCH TO THE OTHER!! Usually the Spy will instantly check as he spawns and call it out. So this is a fun way to throw them off. The Spy's initial job is to go directly for the Sniper. This can lead to a much easier time for your Medic to roam free. If you're running kritz, the Demoman needs to know how to shoot his stickies so that they just clear the fence right above the stairs. Your team will have called out where the Combo is standing, so put your first Sticky right in their face and hope for a drop. If this doesnt work, then you've really lost nothing. Go back in spawn and switch to Medigun and help push cart. The Defense will generally stay behind the fence. If you use Uber, just push forward and force them to use their uber as fast as possible and take out the Sentry. This works best with a dual uber on Pyro/Demoman. Soldier should focus on cutting them off from the cavern (usually means fighting their Soldier on that right roof area. Nothing else too special. But a key is to wipe them and then push on into the second area so they dont get a Sentry setup. You're doing it right if you can make them just skip defending CP 2 and go back to 3. Engy has a few options for his gun, but the other really fun one is to utilize the Short Circuit. You can push through small areas that are stickied up and kill them all. Especially use this weapon out the start. If someone calls stickies, you walk out and zap them. The initial Sentry should go out on the right side next to the log bridge. This will cut them off from pushing on the right side of the fence and also shoot them as they leave. Anything after this should be in a place that also cuts them off.

    CP 2
    This point is very similar to CP 1 in that you need to burst into them with speed and power. Slow pushes out of cavern generally dont have the same amount of quick damage output that you need. They will most likely be standing on the ledge near the house. One way to push in is to have Medic/Hwguy/Demo/Pyro all come through underneath them. Soldier can either go up top and shoot through the windows (if they have no one placed there) or the mouth of the cave and help take down the Engineer's buildings. Everyone else basically just needs to try and push the cart while putting out damage. Nothing extremely special about this area, but it can be very difficult if you arent coordinated. Spy really needs to focus down the Sniper. He will probably be standing way in the back just watching the cavern mouth. If your push fails, fall out and live if at all possible (especially the Medic). It's a good thing if the Hwguy/Pyro need to sacrifice themselves so the Medic can escape. Just make sure everyone knows that plan. Engy can push in cavern with the Soldier and drop his gun right at the mouth. He can either wrangle it or just push cart. The other option is to push out the top (again you can go wherever Soldier goes for extra support) and drop a gun on the catwalk. Then just hop down and push cart. Yet another spot is to put it on that ledge with the big health on the left side (right before the tunnel to CP 3) to fully cut them off from this tunnel and respawn escape.

    CP 3
    Dont forget the cart! You can basically cap this point while the Defense stands up on their positions. Scout/Spy are really solid at this. Just push and push and push. The rest of the team is generally going to be a distraction. You can 95% of the time cap without anyone noticing as long as the Sentry is down. The Combo can push through that side house and force the Defense to pop and hopefully Soldier or Demo can take down the gun either from that push, or across the way (by coming through those one way doors at first). Remember your focus is to keep the gun down and probably the Pyro as well. So many chokes its tough to hold this vs a well coordinated offense. You also want to keep them alive....this is a bit counter-intuitive. If you can cap the point and keep them alive, that means they cant push back to setup at last. So at the least, leave the Engy/Medic alive if at all possible. The defense's respawn doors will lock them out if CP 3 is capped. Engy can drop it at the end of the tunnel from CP 2 and at least keep the Defense from dropping down on him. I would drop the gun, and crouch behind the cart. So in order to get me they'd have to swing around the cart and get shot!. Be sneaky and you can do work paired up with the Short circuit.

    CP 4
    The name of the game on this point is coordination. This is probably the easiest point on the map for a well coordinated defense to hold if the offense isn't prepared. So you must be prepared to fight such a setup. The Spy is really going to have to show his skill of on this point. He needs to be able to come in and sap the Sentry at the right time that you push in or else its much much harder. This is also a good area for Soldier to switch to DH to hit it a little faster for that extra damage. Other than the Sentry, the other two key picks are the Demoman and the Sniper. So call out where their Sniper is if you get killed so your Sniper can do work. Your Sniper can also do great work on picking off the Engineer. He'll probably be wrangling a gun up near the tree, so creep the corner and use his helmet as a bowl for brain soup. You'll have a much easier push without the Demoman there to put out insane amounts of damage. Downhill areas like this are always easier for him since rollers can just go wherever they want and still do work. Try and counter their Uber/Kritz as best you can and then repush back in, also easier without a Demo to counter! Taking down Pyro is also pretty good. Hwguy/Scout will be the best to take out the Pyro to avoid reflection. Once you get to the top of the hill, just take over the ramp and don't let them back in. Keep 3x on the cart (Sniper/Scout are your best options since Eng/Pyro need to be up doing work on the ramp). Engy might want to switch to wrangler and drop it in areas he can shoot long ranges, or stay on the cart with short circuit. Personal choice there. It's very very helpful to the team to kill rollers/stickies/rockets that are flying at them. Be the hero your team needs....nay deserves! Setup mini's all over in spots that will get the most annoyance out of the other team. And once the cart has crested the top and curving back towards the house, go setup a mini at the edge of the ramp and dance around while they try to take it out. Back up and get more ammo from the full box, and keep going

    Last
    Much easier point to cap here than CP 4. Spy/Scout need to constantly just get on the cart. Pair this up with the Engy putting mini sentries at the bottom of the ramp and shooting the Defense up top and pushing forward with short circuit and it shouldnt take too many pushes in. The Combo can push in from the upper areas and distract similar to how they did on CP 3. Another effective push is to go in to the left side of the ramp outside and go down the little ventilation system and drop down. This will open you to the area right next to the point. It makes it where you arent visible to the Defense until you're right on the last point!! Pop an uber out from here, kill gun, and have your Pyro there to airblast anyone that tries to drop down to save the cart. Quick and clean.



    Defense

    CP 1
    Expand to Read:


    CP 2
    You have 2.5 doors to watch. I say 2.5 instead of 3 because the cavern below the shelf should be watched from the main cavern anyways. So if you see them crossing over in the cavern, you know where they are going. Sniper back in the back near house to CP 3 is a pretty straight forward spot with some great cover. Engy/Pyro/Hwguy should probably stay on the shelf to hang out and be ready for the push and protect the gun/Engineer from Sniper/Spam/Spy. The best and most fun way to play this point is to be aggressive. Scout/Medic/Spy /Demoman combo up on this one with the Pyro dropping down. Scout builds uber with the Boston Basher very quickly. Spy sits in the cavern and says when they are pushing in or where they are holding. Uber in the Scout to force their uber at an awkward time to really mess up their hold. The hardest thing about this is if their Pyro knows how to airblast, it can mess it up. So its a very high risk/reward play. If your Scout isnt up to the duty, have him go to the upper ground in the cavern and uber in the Demoman and let the Scout come in behind them as Demoman pushes them back. Just make sure that all 3 of you get out once the uber is over (except possibly Scout if he just wants to stay in and put out a lot of damage. Soldier up in the top one way door is very critical. If they are pushing that way a good bit, pair him up with the Hwguy or Pyro (Pyro jumps down when the call to push is out). If they push underneath you, just be ready to pop the uber on the Pyro so he can block them from taking down your gun.

    CP 3
    Fairly straight forward as long as you watch all the doors and have a set goal. The goal is to delay. The hardest part about this point seems to be that the enemy Spy always seems to get the most kills here. Be HYPER vigilant about Spy checking here Pyro. Set your Soldier/Scout up in between the two one way doors across from the point and help each other. Communicate that they are pushing this way. Demoman sticky up the tunnel area from CP 2 will stop them from an easy push forward. Engy put up a lvl3 somewhere either on the roof or along the platform. The position really doesnt matter since the first uber that comes in will probably take it out, just make sure you arent dying to the Spy or Sniper. Medic/Hwguy/Pyro need to watch the left house and block anyone coming that way. Not too difficult....until 2 or 3 of you get killed by Spy in a row. It might sound like Paranoia but really it happens every single match. The full dynamic of this hold is that the Soldier will tell you whenever anyone comes from that upper 1 way door, so the Combo in the house is safe from everything but Spy. So what I like to do is hold forward in the house and have the Sniper stand in the spot he was in at CP 2, but have the Medic inside the house healing him up. Scout will call comms from one door, Soldier from another, and then Sniper calling whats coming in from cavern!! All 3 entrances are now watched. While Medic is watching this, Hwguy needs to be spun up and Pyro spy checking the ENTIRE time. Spy is the only thing that can ruin this hold at this point. If your Sniper comms/dies, then you know they are pushing from cavern and Soldier can shoot down on them. If Soldier comms/dies you back out from the front and Sniper zooms in up that little hallway and Hwguy is ready to go. If Scout comms/dies then Soldier will rotate over and shoot from down the hall and you just wait for them to push across before doing much of anything really. They will go for Sentry gun first if this is their push. You can drop down at leisure to take them out. You can hold them for the rest of the map with this setup!! Spy can also be in cavern or CP 1 area to tell you which way they are pushing as well and then push in behind them and get kills.

    CP 4
    Hopefully you were able to fall back from CP 3 fast enough to get all setup at CP 4. This one is also one that can be held a really long time if done properly. The Medic really needs to pocket the Demoman here. Don't be too aggressive because he's essential to damage output. Also dont push too far down the hill because then you're over extended at this point. Engy's sentry placement is pretty set at this point for most teams. It needs to be in between the pine and sheet of metal a few feet back. This will still clear the ground and shoot down to the choke. A new position to hold that we utilized to greatness was to have Pyro/Medic/Hwguy back behind the rocks near the house. This stopped almost any possibility of getting Sniped, jumped by Soldier/Demoman and also a Spy had to travel a long way to get any easy kill. Demo would hang out near the front of the rocks and get heals from there. Soldier/Scout watch the house and make sure nothing gets through, open the garage door to get some heals and back out if their team pushes in from that way. Hwguy can also push up with Demoman at the rocks for that extra damage output. Sniper on this point has several options: 1) He can snipe through the windows way in the back of the point, 2) from the roof above the point, 3) on the balcony area near the windows off to the left, 4) or he can stand on the rocks right next to the house (and get overhealed the entire time by the Medic. It's good for him to rotate through these places once your Sniper has been called out. Know when to back to Last. Don't get baited into pushing back out to CP 4 and dying, just let them have it.

    Last
    No real set pattern for this one. The Combo can stand up and roam around the upper halls. Engy can put the gun on the lip or up on top of the ledge. There is no right or wrong here. The important things are to watch the top left, top right, and the cart path. Spam spam spam spam.


    For a more in depth analysis, check out the Heinsight
    Youtube Video


    Twitch | Q&A thread | Heinsight group