Post by mannon on Nov 25, 2014 13:56:57 GMT -5
IB put me much more in mind to play Crucible and it was a ton of fun.
Some of my experiences...
I read that it's good to get the whole team to cap the close capture point (A or C) first because you get points for everyone who does it, and it's fast. While I found this largely true I also found a lot of value in myself simply rushing B. I was playing solo and 90% of the time my whole team would cap the close point. Now and again one other person would rush B with me, but I was usually on my own. Thing is with my voidfang and fully decked out sunsinger I was able to start every match with two precharged grenades, and that meant I could at least be quite a pest to the enemy team if I got there first. I usually died, but my death also usually meant us capping B first and setting up a defense. Not always, but it was handy. So now I'm split on whether to cap near point or rush B. I guess it's a bit of paper, rock, scissors based on what your team and the enemy team wind up doing. Could be coordinated a LOT better with a fireteam, though. In fact with a solid fireteam it probably would work better to just have all six guardians cap, then go as a group to B splitting into 2 or 3 man teams to take the flanks and converge with crossfire. I don't know any defense that could stand up to an all out assault from six guardians at once, especially early on.
I actually made myself the B man. I rushed B at the start, and nearly every single time. I just made it my responcibility. I couldn't always take it, or hold it, but I could harass the hell out of anybody there, often with a grenade to lead then going in with shotgun. This strategy did bring my KD down to about 0.8 in a lot of games, but I was so aggressive we generally retook B nearly every time. It wasn't all me. I'm not some solo badass, but it was interesting. That's not to say I wouldn't engage C or A, but usually only if I spawned in the area and there was an enemy there. And of course if we had 2 I never went for the total domination, though my team managed to get there more than a couple of times anyway.
I would harass them on their own control point at times, though. I did this defensively rather than being as aggressive as I was on B, trying not to die. The point being not to take their control point, but to force them to defend it, and maybe trade some kills while we have the multiplier advantage. Very effective.
I did opt into fireteam voice, but only one guy talked to me, and pretty much all we did was verify that it works. I dunno... I don't think it's gonna be very useful for me to talk to strangers.
There were a couple of times in the more difficult games when it seemed they were very heavily entrenched at B and we couldn't take it. In these games our team seemed to have the same idea to go ahead and take their spawn. That kinda throws the game into chaos, but then if they have multiple defenders sitting on top of B and most of your team is out at A and C it actually gives you a temporary advantage. It's not something you can really maintain due to the spawns, but it can also draw out the B defenders so that when the do take back A or C you can go for B and try to get back to spawntrapping them. I thought it would only be effective with a good fireteem, but as a solo my team actually pulled it off a few times and was able to convert A + C control to A or C + B control.
I'm sure things are much different against really organized teams.
Some of my experiences...
I read that it's good to get the whole team to cap the close capture point (A or C) first because you get points for everyone who does it, and it's fast. While I found this largely true I also found a lot of value in myself simply rushing B. I was playing solo and 90% of the time my whole team would cap the close point. Now and again one other person would rush B with me, but I was usually on my own. Thing is with my voidfang and fully decked out sunsinger I was able to start every match with two precharged grenades, and that meant I could at least be quite a pest to the enemy team if I got there first. I usually died, but my death also usually meant us capping B first and setting up a defense. Not always, but it was handy. So now I'm split on whether to cap near point or rush B. I guess it's a bit of paper, rock, scissors based on what your team and the enemy team wind up doing. Could be coordinated a LOT better with a fireteam, though. In fact with a solid fireteam it probably would work better to just have all six guardians cap, then go as a group to B splitting into 2 or 3 man teams to take the flanks and converge with crossfire. I don't know any defense that could stand up to an all out assault from six guardians at once, especially early on.
I actually made myself the B man. I rushed B at the start, and nearly every single time. I just made it my responcibility. I couldn't always take it, or hold it, but I could harass the hell out of anybody there, often with a grenade to lead then going in with shotgun. This strategy did bring my KD down to about 0.8 in a lot of games, but I was so aggressive we generally retook B nearly every time. It wasn't all me. I'm not some solo badass, but it was interesting. That's not to say I wouldn't engage C or A, but usually only if I spawned in the area and there was an enemy there. And of course if we had 2 I never went for the total domination, though my team managed to get there more than a couple of times anyway.
I would harass them on their own control point at times, though. I did this defensively rather than being as aggressive as I was on B, trying not to die. The point being not to take their control point, but to force them to defend it, and maybe trade some kills while we have the multiplier advantage. Very effective.
I did opt into fireteam voice, but only one guy talked to me, and pretty much all we did was verify that it works. I dunno... I don't think it's gonna be very useful for me to talk to strangers.
There were a couple of times in the more difficult games when it seemed they were very heavily entrenched at B and we couldn't take it. In these games our team seemed to have the same idea to go ahead and take their spawn. That kinda throws the game into chaos, but then if they have multiple defenders sitting on top of B and most of your team is out at A and C it actually gives you a temporary advantage. It's not something you can really maintain due to the spawns, but it can also draw out the B defenders so that when the do take back A or C you can go for B and try to get back to spawntrapping them. I thought it would only be effective with a good fireteem, but as a solo my team actually pulled it off a few times and was able to convert A + C control to A or C + B control.
I'm sure things are much different against really organized teams.