You need communication but keep spawn flipping. If you get the bad spawn you need to fight for the other to get the upper hand on maps like Blind Watch or Firebase Delphi.
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Like in Forgotten Shores. Don't spawn at A. In the Cauldron , Don't spawn at A. Like in Twin Gaps , Don't span at A. Like in Rusted Lands , Don't spawn at A. There , we have it. The end.
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A on Rusted Lands is amazing. If you jump up into the Control Point, but move forward, see that little hole? The one everyone jumps out of? You can snipe into C. As everyone runs out of C, you just pick 'em off.
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Everyone who goes from C runs forwards B. About 4 run B. 1 sniper attacking A while the other goes far right to attack A. That's a strategy everyone uses. No one runs out there unless it's their first time. If they go through the whole , the have snipers or blink.
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You've been playing with some amazing enemies, because that never happens. I go straight to the sniper point, and get 2-3 kills with people leaving. Must people jump when there's no more ground, but I can snipe where there is ground. In other words, it's pretty easy to kill. It's like A on Shores of Time for sniping: you can see right into another point.
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I'm the enemy. I and many others aren't idiots is all. After all , who's dumb enough to fall for that trick. I run straight to B , cap , and hold down the fort
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Loads of people fall for that trick.People get bounties to capture points, so they take which is closest. I sit to pick them off when they leave, because very few people will take the longer route sub-consciously. Think what you want about my tactic sniping idiots, but it's very useful. You said 1 person at C always snipes? I take out any snipers, if they're there. Helps my team. If they're pushing for C, I'll snipe enemies to help clear the point.
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I actually prefer A spawn on Cauldron
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True , C gets you to B quicker while A vets you a high advantage in the end.
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