JavaScript is required to use Bungie.net

Destiny

Discuss all things Destiny.
Edited by MoneyShotUrGf: 7/1/2015 3:50:41 AM
11

Actual Guide to Trials

Given the growing number of Trials guides being put out by people with mediocre stats and incorrect information, and on request by someone else on the forums, here is an actual, actionable guide to bettering your game in ToO. Below is a list of things necessary to success in this gametype coming from someone who has had phenomenal success in the arena. If you want to learn firsthand, make sure to check out my stream: http://www.twitch.tv/moneyshoturgf [b]#1: Communication[/b] This was mentioned in a previous post, though it was not especially specific. Good communication means you do the following: A) Callouts - Develop a system of callouts for your team, meaning come up with a name for every area on a map. For example, on last week's Trials map on Mars, we called the area behind the wall in front of the heavy inside the base "top heavy". That way, whenever an enemy was there, a teammate would know and be able to position themselves appropriately. In addition, make sure you call out which direction the enemy is moving (or say he's staying put if he is!). Also important is mentioning what type of weapon the player is using. If an enemy is hiding around the corner with a shotty, you should make sure your teammate knows so that they do not rush in. If a sniper is watching a long hallway, you should make sure your team doesn't go that way. Call out psn names if you can. B) Coverage - Make sure your teammates know which directions/enemies you are watching. This is especially important at the beginning of a match when you don't know which direction the enemy is coming from; it lets your teammates know that you will call out if an enemy is coming from a place they might be exposed to. C) Status - Make sure teammates know if, when, and where you went down, and the same for enemy teammates. You could easily lose round after round by allowing the enemy team to res over and over. I'll come back more to this later in the post. Also let team members know when you weaken an opponent and how weak they are, where they are, etc. [b]#2: Team makeup and strategy[/b] Team composition is an important choice. You should surround yourself with players who can communicate (as per the above), that can reliably cover their areas and team shot, and compliment your playstyle. While there are many combinations that can perform well, here are some basic tips: A) Composition - This is the most flexible category, although there are some comps that tend to work better than others. Personally, I would recommend a panic super; this can be invaluable for a heavy round where one of your teammates is down and you couldn't pick a box up or when an enemy pops their GG or BD in the final clutch round and you need to shut them down (panic supers include fist of havoc and nova bomb). In addition, I would highly recommend a good sniper be on your team, especially on maps with long hallways, corridors, and open spaces that enemies can be forced to run through. I've seen successful all-shotty teams, but the most dominant teams generally have at least one sniper. B) Teamplay - Once you have decided on your team composition, make sure you are playing to your team's strengths. All snipers? Probably shouldn't stay cramped in a single spot with very little wiggle room as blink-shotty will crush you. All shotties? Don't get caught in the open with a bright red dot staring at you. C) Engagement - There are really two rules of engagement in Trials: isolation and opportunistic shots. By isolation, I mean having all three members of your team burn down an enemy player who has separated, even modestly, from the rest of their team. You can easily burn him down forcing the other team into a 3v2 situation. Cover the body and you are almost guaranteed a victory. By opportunistic shots, I mean you should never expose yourself unless you are ready to challenge whatever lies on the other side of your gun. Thus, you should do your best to ensure you put enemies in a situation that forces them to play your game, not theirs. Don't expose yourself to long sight lines if you are running a shotty, and don't get caught in a tight space with a sniper. Leave the fight open to the best of your capabilities. D) Judgment - Just as important to your strategy is understanding your opponent's strategy and composition. How many self res and panic supers do they have? You should be wary in later rounds of these things, as they can easily turn the tide of the fight and shut down your super. What weapons do they use? If they are all shotties, you can be confident that they prefer to get up close rather than play you at a distance. All thorns? Make sure you are never completely exposed. Three shots and you're dead, my friend. Do they have fast res gear (such as Crest of Alpha Lupi)? They are going to try to exploit the immunity you get from respawning teammates to charge and kill you. [b]#3: Gear Selection[/b] A) Primaries - Unfortunately, the only primaries you should really consider right now are the exotic handcannons or MAYBE Red Death/Messenger. Fact is they are far superior to every other primary in the game right now. Thorn is, in my opinion, the absolute best weapon for Trials, particularly when used by all three teammates, due to it's super low ttk and dot that keeps players out of the fight for an extended period of time. B) Specials - For specials, use shotguns with high impact (party crasher, felwinter's) with shot package and range perks or snipers with unflinching (I personally prefer high impact snipers so that I can kill on the res, but you can be successful with a low impact/high ROF sniper as well). Fusions, at least in my experience, are far less successful. C) Heavies - For heavies, you want to use rockets with proximity detonation. If you have boots with extra heavy ammo, wear them. I would much rather have 9 rockets with proximity detonation than three guys with MG's running around. Remember, any extra heavy ammo you have will not go with you into the next round, so there is no reason to go with a high-risk weapon that can get a max of three kills. [b]#4: Challenge Techniques[/b] While you are playing, you are going to have to make moves that place you in the most opportune situation to get kills as a team. I have mentioned isolation above, which is by far the most effective and easiest way of getting kills and the upper hand. However, not all team will split up in this way. In order to crack teams with a magnetic attraction to each other, do the following: A) Flank - This was actually covered will in a previous post, so I'm really just reiterating here. A flank only works if the enemy team doesn't know it's coming. Otherwise, they follow my advice on isolation, hammer the guy by himself, and gain the upper hand. Thus, the two non-flanking teammates need to be enough of a distraction and the flanker sneaky enough to keep the latter unnoticed. Once the flanker is in position, have him take some shots from a spot with easy cover, enough to confuse the other team but not enough to get hit badly, so that they lose focus on the two-team. Then the non-flankers rush, teamshotting one member of the opposing team. This will draw focus from the opposing teammates. Flanker pops back in, teamshots the same targets as the non-flankers, burning the other team down one by one as they fire in dazed confusion. B) Bait-and-Switch - In this technique, two players are situated together. One pops out and damages an enemy that is exposed, taking a little damage in the process. This player gets into cover while the second player pops out and finishes the opponent. The teammates each only took half damage while burning down the enemy. If you can incorporate these details into your gameplay, I guarantee you will see significant positive results in the outcomes of your ToO games. Remember that staying alive is just as important as getting kills and that communication is key, and you'll be running through flawless cards with ease!

Posting in language:

 

Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • Wait this isn't a guide for lagswitching? How do you expect it to work in trials of lagsirus then?

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • Guide is always nice but there is this one trick which will guarantee your victory: Don't suck. No I'm actually serious I played two flawlesses with above average players without any communication and went easily 9-0. And practice is really the only thing that removes your suckyness

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • Bump.

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • bump

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • Bump and thanks

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • Edited by Goonersaurus: 7/1/2015 3:59:37 AM
    Mediocre guide from a mediocre player.

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

    9 Replies
    • Upgraded strangers rifle?

      Posting in language:

       

      Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

      1 Reply
      • Very nicely said sir. I've been flawless and consider myself a very good sniper and strategist, but I still learned a couple of things from your posts such as coordinating a team fire. Good idea.

        Posting in language:

         

        Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

      • Edited by Kwrky: 7/1/2015 3:41:57 AM
        Can't stress the point about gear enough. There seems to be a really large group of players who do not try to optimize their gear even slightly. This leads to trials disappointment. Trials requires top level gear selection if you intend to try to win consistently. That favorite streamer of yours who rocks with a rare pulse, notice that when things get serious, out comes the Thorn. I love Shotguns, so I'd like to talk about them a little more. Rangefinder is a waste of time. It either doesn't work if you've already maxxed range with perks, or it means you have a sub-optimal shotgun for non-ADS panic shots. If you see someone in your team use a SG with rangefinder, politely let them know that it is -no way- a replacement for Shot Package. I won a game last week because my optimal shotgun (HF SP AB) took down a Titan mid smash. A higher ROF lower impact SG wouldn't have done that. A non SP SG wouldn't have done that.

        Posting in language:

         

        Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

      • I don't need the guide, but please put inbetween the A and B and C or whatever points a few spaces. Don't make it a wall of text for others to read.

        Posting in language:

         

        Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

        2 Replies
        • thank you for posting this iv linked it in my own thread so as people will have many views of whats good from different ranges of trials

          Posting in language:

           

          Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

        You are not allowed to view this content.
        ;
        preload icon
        preload icon
        preload icon