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Fighthouse and Dropdead Gorge Strategy For Speeder

Discussion in 'Strategy Discussion' started by CoolDownHSNA, 29 Mar 2018.

  1. CoolDownHSNA

    CoolDownHSNA Well-Known Member

    Joined:
    10 Mar 2018
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    474
    Occupation:
    Student
    Hey all ya battle bay players! I had a question for yall'; what is a good strategy for speeder in Dropdead Gorge and Fighthouse. Even on my good account, I was doing it wrong apparently (I was told this by my friend Daa Mastaa). So any strategies guys? What I normally do in these maps is:

    Dropdead Gorge: I go near the capture point at the beginning, overboosting and nitroing my way ahead of my team. I go through the tunnel, flank from behind ( either fixer or lowest HP ship) and retreat. For pretty much the rest of the match, I just keep on sailing around the rest of the unfriends whilst my teammates finish them off. I occasionally flank more than 4 times, but that is pretty much it to be honest.
    https://replay.battlebay.net/RNMCKPSF#XFSSKJFC


    Fighthouse: Can't really describe... u will see in the replay below, in which we lost, due to my poor 1v1 at the end. Just couldn't survive all those MK3 shooter shots as a MK2 Speeder, whilst on 50% HP and their Shooter having close to 80% I think? Can't really remember. Anyways...
    https://replay.battlebay.net/XGMTXXDL#XFSSKJFC
     
  2. TheAntiSnipe

    TheAntiSnipe Moon's haunted

    Joined:
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    Location:
    Classified top secret ;-)
    Dropdead:

    Do NOT flank through any of the tunnels. The broader common one is called "Death Alley" due to the torp advantages it provides. And the other two "non-common" tunnels? Blind corners remove all possibility for good vision.

    Approaches:

    The side of the spawn that has the line of barrels.

    If you spawn here in case of a speeder heavy/yellow heavy enemy team I suggest baiting them to the capture zone by capping yourself. Move with your team in this scenario.

    In case of an average team(fixer) I'd recommend flanking simply because nobody will see you. Just in case, go to the blind tunnel, DO NOT turn. Your job is NOT scouting in this. Stay there until contact happens. Due to low mobility, a team with no speeders will almost never go through the tunnel. When enemies are spotted, they naturally move frontside. Go from the back and go for the assassination.

    In case of a nonfixer team, bait the capture. But under backup from your squad. Basically make them move in, give them a false sense of security, then lock them down HARD.

    The other side

    Always move capture first. Now,

    Yellow heavy team--- They'll come for you, so chill. Oh wait... Run. Like, retreat fron capture to bait them. Always move in with a support.

    Fixer team--- Flank. Same as above case.

    Shooter team--- same as suggestion before.

    Fighthouse:

    A lot of game theory runs into an obstacle on this map, since theres no real terminology. Let me make some first.

    Areas:
    • Water tower-- Spawn A, mortarproof. Best spot to get into a brawl with a shooter.
    • The three small petal-like structures near left-capture from watertower spawn. You know, the ones with the "infamy" symbol carved on them, where there's a torch in a barrel? Yeah, those. Beware. Those three petals, each one of them marks the end of the BT splash range. Standing in between opens you from all angles and exposes you to danggerous BT fire as well, but at the same time gives you a false sense of security.
    • The "rockies". The ranges at the left if you spawn at watertower. Good brawl spots, best place to run after attacking, they'll have trouble landing anything.
    • The barricade. Blocks snips, rails and blasts if you use it wisely. The reason why no red-blue team ever goes right from watertower unless provoked.
    Fighthouse is chaotic by nature, but you have certain areas only attacked by certain ships. A yellow heavy team will almost always go for the right path from the watertower spawn, and as such. However, this all depends on who makes the first mistake of letting the enemy see them. So, I suggest you use that knowledge about each spot on the map. And most importantly. NEVER run a straight capture, the enemy has three-four lines of approach on you.

    As a speeder, I recommend a scouting run starting at spawn, right to the watertower/three petals area(just before those). Follow up by running away, but draw the enemy to the side of the map youre comfortable on. For me, it's the barricade. Up to you tho!

    Fair winds!
     
  3. CoolDownHSNA

    CoolDownHSNA Well-Known Member

    Joined:
    10 Mar 2018
    Messages:
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    Occupation:
    Student
    Thank u so much mate! I love the effort u put in to all ur comments! Cheers!
     
    wreck your day and TheAntiSnipe like this.

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