Typical Colors 2 Wiki

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[ Capture control points to gain time, and capture all points to win. If time runs out, you lose!
―Offense.
]
[ Defend all control points and drain the timer to win. If the enemy captures all control points, you lose.
―Defense.
]

Attack/Defense is a gamemode in which, one team (GRN) is the attacking team, and the other team (RED) is the defending team.

The gamemode consists of 2 control points. The attacking team must capture the control points of the defending team before time runs out, while the defending team must defend their control points until time runs out. Each time a control point is taken, more time is rewarded to the attacking team. If control points are taken too quickly after one another, the time rewarded will be less.

Control points can not be re-captured by the defending team, and if both control points are captured, the attacking team wins. If time runs out when a point has capture progress on it, the game is put into overtime. If all capture progress is lost, the defending team wins. If the point is captured, the attacking team takes that control point and recieves a time increase.

Tips

  • Always remember the location of health or ammo packs, especially in places where there is a heated firefight.
  • Never push too far beyond the control point; the attacking team generally has little reason to go into the defender's base before capturing, with the exception of flanking classes like the Agent.
  • On the defending team, be mindful of the enemy team's spawn. After the first point is captured, their spawn will be moved forward, where enemies can easily catch you by surprise, should you be unprepared.
  • Avoid capturing the point on your own if it is guarded by enemies or a Sentry. Wait for your team to fall in, and push the point together for a greatly increased chance of taking the point.
  • As a defending class, stay close to your Control Point. If your team is too aggressive, an enemy can easily flank your team and capture the control point easily, a technique known as 'back-capping'.
  • Never go alone as a power class, you can be easily out-damaged by several enemies.

Classes

Strategy

Flanker
The Flanker's job would be to flank around the map and pick off enemies. The main role would obviously be capturing the point, however many Flankers run to the middle and snipe buildings with their pistol or pick off enemy Marksmen. Be careful when going to the middle as any sentry gun can easily kill you.
Trooper
The Trooper's job would be to clear enemies out from an area, blast jumping to get to the high ground and bombing from there. Using the Direct Hit can change the tide of battle by destroying enemy Sentry Guns and wrecking backup defenses. A good Trooper would also rally their teammates to the control points with the usage of a banner such as the Battalion's Backup.
Arsonist
There is little you can do with the Arsonist on offense. You can extinguish your team and reflecting incoming projectiles. Although you can pick off unsuspecting enemies, the Flanker can do everything but better. Unless there is an enemy Agent sapping your team's buildings, you might as well switch to other classes.
Annihilator
Your only job is to destroy Sentry nests with your explosives, which can be difficult at long range due to the projectile arc. However, if your team needs another power class, the Annihilator can finish off heavily wounded enemies or break up groups of enemies, allowing the flanking classes to finish them off.
Brute
The Brute, when working with a Doctor, can bring doom to Sentry nests and all of its inhabitants, mowing down the defenses and shredding any class to bits. However, watch your ammo count as it can cause many delays to a Doctor's SuperCharge.
Mechanic
A Mechanic can quickly transport enemies to the frontlines or even the backlines with teleporters, a good Mechanic would probably put their teleporter in a safe place such as behind a corner or in a small room. Using a dispenser near the chokepoint between your team and the objective is also very handy.
Doctor
A Doctor will usually pocket a Brute, Trooper, or Annihilator to grant them invincibility against Sentry Guns and most likely destroy the whole nest. Having a Doctor is key to breaking in areas that are heavily defended.
Marksman
A Marksman is surprisingly powerful on offense if you can aim well, being able to clear out the defenses from afar. Most offensive Marksmen will use the Model IV to destroy buildings faster and instantly clear out the enemy Marksmen. Watch out for Agents when venturing to a sniping point, as one swing to your back will kill you and the entire defending team will have a huge chance to regain ground and patch up defenses.
Agent
The Agent, with abilities of disguising, sapping, and backstabbing, can really disrupt the defending team. Starting from the back killing the Marksmen and progressing forward, if there is no advancing backup try finding the teleporter, but not before sapping the buildings, especially the Sentry Gun, of the Mechanic. When sapping a building, shoot at it as well to destroy it faster, though a level 1 sentry is no challenge for a power class.

Classes

Strategy

Flanker
Although not meant for defensive play, the Flanker can support his team by killing Doctors and Marksmen, or use Mad Milk to grant his team an additional source of health. Your job is to make sure the enemy doesn't advance by distracting them and taking out their teleporters.
Trooper
The Trooper is quite good at defending an area by bombing the field from the many porches and crates. Your main targets are enemy power classes and killing them is your priority. Using the Buff Banner or Concheror can provide great support for your team, giving them 8 seconds of guaranteed mini-crits or health-on-hit.
Arsonist
An Arsonist is very good on defense, being able to kill enemy Agents easily, flanking for surprise attacks, reflecting oncoming projectiles. The arsonist is key to defending your Mechanic's base. Never go far into GRN's, since recently respawned players can catch you off guard and easily kill you.
Annihilator
The Annihilator is excellent at defensive play, being able to create stickytraps at many chokepoints or the control point. With his arsenal of explosives, an Annihilator can be devastating to the attacking team.
Brute
The Brute, when working with a Doctor, can bring doom to the oncoming forces from the attacking team, mowing down all power classes and buildings in a single charge. However remember to refill your ammo at downtimes, because you are nothing but a nuisance without your minigun.
Mechanic
Having a Mechanic is key to defending on Attack/Defense, using a Sentry Gun to deny access from multiple choke points (such as Gorge's GRN building), using a teleporter to bring teammates instantly to the frontline can keep the enemies at bay and reduce the chances of a "steamroll". However, watch out for Agents as they can temporarily disable or destroy your buildings if you're not attentive with your surroundings.
Doctor
A Doctor on defense, while not as powerful, can still change the tide of the battle; keeping teammates in top shape while using his SuperCharge to force the enemies to retreat.
Marksman
Having a Marksman is key to defending a point, clearing out the field from afar and allowing your team to set up defenses in flank points to ensure an even more defensive place. Watch out for enemy Marksmen as they can easily kill you with one headshot or fully charged bodyshot.
Agent
The Agent is limited to purely flanking and sapping the teleporters. while it is very useful to instantly take out the Brute and Doctor combo, once they find out and die they will try and hunt you down. Your revolver is nothing compared to explosives or a minigun, so be very careful.

Maps

Gallery

Control Point Designs

Control Point 3D Logo Designs

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