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11/24/2014 10:33:49 AM
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xJay

Lets talk strategy, for real guy?

Seriously, ever wonder why your losing all those control matches when 'your such an owner!' HERE IS WHY! On every map there are 2 zones you should always hold, no matter what. Lets Break this down: Shores of Time: B and C. While holding C, you spawn very close to both B and C, whereas holding A spawns you very far away. You always need 2 zones to win, and its easier to defend 2 zones that are right next to each other. Now with that being said, once you have control of both B and C, there is no need to bother going for A. This divides your team strength, and makes the other team spawn randomly across the map. The only time I suggest doing this is when the other team has already lost players, and you're looking to put them out of their misery. This general concept of zone control shall be included on the following maps as well with the following zones to control. Firebase Delphi - A and B C spawns you outside, and it can be difficult getting inside considering the few points of entry, where A is already inside and allows you to shut down the limited entries from C fairly easily. Rusted Lands - C and B Both B and C are outside, Not to mention its easier to take control of B from C spawns because the map is a little more open from C. From A you only get 2 solid paths, both narrow, and will usually get you sniped or melted by a fusion Rifle. Blind Watch (Now I See...) B and C Even with updated version. C is better guarded and gives you more access points to B. Plain and Simple. Twilight Gap.......... This is pretty much preference. Here's the scoop anyways. My personal Favorite way is to control B and C. Now here is the kicker, B is what I like to call the grenade hole, because anyone in the cage is just waiting for a grenade or a super shot in there, and there is just no escape. As far as A vs C, I like C better because the spawn puts you right on top of your heavy spawn, other then that its purely a game of tag. The best idea I could come up with for this is to just try to keep rotating A and C, while titans and Warlocks grenade, and shotty and titan punch the crap out of each other, whilst the hunters (like myself) go for A and C. Actually if anyone has a better idea, lets here it. I'm not covering the bigger maps because of 2 reasons. 1) I hate big maps 2)You still need just 2 zones controlled, but on bigger maps just pick 2 and hold them down. Pick a spot that's good to snipe from lets for fun say on First Light B and C would B ideal, because it spawns you looking right at B. Either way, I hope this helps. I hate getting into games with kids who always for some god aweful reason decide to go for that 3rd zone when we already have the 2 power zones.

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  • You forgot to mention how, given the new DLC in depth video, the new multiplayer maps now have THREE LANES. Seems a bit like call of duty don't you think? This DLC, with respect to multiplayer, is Activision BOMBING the strategic competitive gaming community. Not like there is strategy in this game anyway, but any chance of that in the new maps is gone.

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    • [u][b]A 3 point strategy:[/b][/u] Step one: Use/abuse [b]Pocket Infinity[/b] Step Two: Win Step Three: Repeat steps One and Two

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    • preaching to the choir. anyone that cares already knows this+ more. anyone who doesnt care isnt here or glossed it.

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    • I've compiled all the strategies you could possibly need to succeed in here.

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    • Blind Watch is nearly unwinnable with A.

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    • The worst is when your team has the bad spawn and they keep trying to go for the middle zone and dying because the other team is camping while your team could instead go flip spawns to get the good spawn. Solid post btw.

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    • Alright a 1.3 K/D I respect you. I like to think the reason I have like a .89 K/D is because I went into crucible at lvl 5 with bad gear. But since I lacked ps plus in the beta I really wanted to play crucible

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    • The reaction of your average reader: DON'T CARE TOP SCORE... Too much reading for the idiots who actually need to learn this stuff.

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    • I also fee like if you can control b , you will do well. It gets the most action , so most chance to get kills, and your team will spawn by the other points, if 3 guardians hold down b and get heavy ammo, it will be hard to lose. The other team will non stop rush to get it back.

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    • On Shores of Time: once you have control of B and C and assuming your teammates are ideally functioning as a unit, you can place 2 guys in B caves holding the open approaches to B cave and C, two guys on B to hold the approaches to B (they will rush the long lane, it's only a matter of time), one guy behind C with a scout rifle or sniper supporting one guy holding C caves and the cave approach to C. This wins the match. Firebase Delphi: Hold A point, it gives you a fast spawn to B. Cap B but Keep your guys out of the room it's a death trap. Place one guy in the B window and one guy moving back and forth between window and hanging crate depending on whether the enemy is pushing the heavy ammo on C side, A side, or the C window. One guy in the C side connection room (the one the leads to B from heavy ammo on C side) to close off the C window with help from the B window guy. This guy has responsibility for keeping the C side opening doors open. One guy on A side in the back near the doorway to finish off guys to get into B room and help close off the door way from C to A, One guy near the opening doors to A who can help control the same C to A door and also put long shots on the C heavy ammo side (as long as you can keep the damn doors open). Last guy stays on the back side of B to cover the C window and the tunnel approach to B, he needs a good shot gun and 2 grenades (best is a defender titan to close this route near completely). He'll probably die most often since he has least support but this is sort of a "forward" position to put pressure on C point and at least deprive a B rush of one guy. This pretty much covers all approaches into the building and keeps a solid lock on the map. Your floating guy should be the best member on the team cause he has to cover 3 lanes depending on call outs (B window lane, C heavy ammo lane, A heavy ammo lane)

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    • Just had a quick game on blind watch, had c to begin with and shot off to a 6000 to 2000 lead. Then some dumb -blam!- capped a, we lost c and couldn't get it back and lost the game 20000 - 15000

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    • I just go where my team goes.

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      • So, in the beginning.... 2 hold one zone and everyone else RUSH B. So many times I'm doing this alone, but I know I'll take a few out and give my team a shot at the first control of B. But when we start and a few of us rush B together? Then I know I have a team that understands...

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      • I always go to and try hold B. The other flags keep changing given the spawns, so yeah, just hold B..

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      • Edited by TheBeezNeez81: 11/25/2014 8:11:43 AM
        Something I posted about playing control.

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        • I will always try to hold 2 flags, which 2 will change from game to game because holding the same flags all the time gets boring. If the point gap starts getting a little big on the other teams favor I will push for a third flag once my super is ready and I have some heavy ammo. Even if we only get it for a minute or two it does help close that gap

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          • I agree with most of this except for The Rusted Lands. A and B are the zones you really want as holding A gives easy access to heavy and once you control B, getting back and forth to A to protect it is so much easier than it is with C. The obstacles to get to see leave you really open to be picked off. Not to mention that the wall behind B makes it so easy to plant grenades in and get the free kills (only easily doable from holding A).

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          • No offense meant xJay, but you have a 52% win percentage in Control, so you are not the best person to take Control strategy advice from. I'm not that great of a player, but even I just run around taking whatever flags are available, while playing mostly solo, and even I have a 61% win percentage in Control. Most Control games are chaos so it can be difficult to try to break things down like you are suggesting.

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            • What do you do if you have just A. Are you supposed to Just mash your face against c until you get it? You present one scenario where your team is already in a good position and you are better at gun play. In that scenario this strategy is perfectly fine. But the game is more complicated than this. You can't just hold the points you want when you want to. I have seen multiple threads about this. My tip is apply pressure to relieve pressure.

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            • People just don't understand that you only need 2

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            • Once I'm on Twilight Gap, my team keep holding between A and C I tried to soloing capture B, but the other team having a whole team with Suros Regime It was so frustrating :/ LOL, I guess there's a reason why they are named A, B and C.

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              • You are dead on

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              • Theres no need for strategy when u have a full fireteam against random teams,communication is the key,when u have a full fireteam against u then the strategy counts true but how many time uve seen that?1 at 500? Also a good idea would be an event with registered fireteams from clans to compete eachother with special shaders/aircrafts/emblems or anything else as rewards Sry for my bad eng

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                • Edited by OLYMPUS VI: 11/25/2014 2:45:09 AM
                  Triple cap as much as you can... That is all

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                • Edited by Aik: 11/25/2014 12:30:13 AM
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                  I disagree on Rusted Lands, I always like to hold B and A because holding both gives easy sight to C. The space between B and A can also be used to pick off people leaving C towards A, and it has a clear view to inside B. I used to take C because I could hold it by myself pretty well but I adapted my play so I could help hold two points instead. Twilight Gap: I like B and C. Both of Cs exits can be used to defend against A and the oath towards B lets you flank those going through the semi-open corridor. That same path also overlooks an entry to B and a good sniper helps, and as long as this area is controlled B can be easily maintained by one person, with back up from C if necessary

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                  • I love Delphi man, that's my comfort zone. Not to give everything away but a tripmine on B's wall will get you 1-3 kills almost every time, guaranteed. 99.3%. The circle hallway outside B is a throwing knife highway.

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