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!
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