This is not argument about which side is better. Everyone agrees c side is better. But I'm challenging the ones who say NEVER cap a. I belive there is a time for it if the situation pops up. Like starting at a or getting spawn flipped.
First things first. The flags have notthing to do with spawns it's all player location. And I'm not saying A is the good side but there is times where capping it has benefits that out weigh the costs. But of course if you have the good side stay there.
When my team spawns at a In the beginning I'm not gonna rush c just to meet their whole team that's set up waiting for our rush.( unless i have confidence In my team) First I cap a. Get a few points, get some super build going ,but the main reason is to give the enemies some time. Time to get off c and go to b. Almost all players that spawn c and capped c will rush b right after if they don't see a fight. I do this almost every time and I only see 1 maybe 2 guarding c if no one on my team rushes it right away. Which let's me and any blue berries at A with me take over c like it's notthing. And because a bunch of them are fighting my boys over at b I can snipe from c and give them the flank. The only times it doesn't work is when my team pushes c at the beginning which always leaves people guarding c.
other times to cap a is when you get spawn flipped and start spawning by a. That flag is pumping out points for them along with more super for each kill. And since they have the good side you run the risk of being triple capped. I mean think about I takes 15 seconds to cap it on your own. 15 seconds....... I've seen pee wait for special longer than that. Rushing for c is imo a bad judgement call when they also have a. If you go in and die you just gave them an extra 100 points for notthing. Even if you don't die your teamates deaths will give them an extra 100 points, and along with those extra points comes extra super charge. It's really a short time for what it's worth. I mean I've had team mates yell at me saying "why the -blam!- are you capping a?" And I respond "...because we're about to get triple capped." Or "Because It's Takes 15 Seconds to screw them out of an extra 100 points for each kill."
you know it's bad when you have a triple cap and it goes on for 3 minutes with none of your teammates on their side of the map.
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1 RespuestaEditado por Introspec: 7/8/2015 5:25:26 PMJust a question to the dudes comparing blind watch to shores: why do you dislike A on that map? It has an easier route to B (no doors or blind jump) so I usually stuck that point. Curious if there's some downside I'm missing.
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If you flip, you should try to push to flip back and get the other side again. If one person is on A, that's okay; no need to have 4-5 players capping A. That's a waste and further slows your team's pushing capabilities. It also lets the enemies set up faster.
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Yea sure cap it at the beginning, sure cap it if the other team has B or C but when you already have B and C you don't want an idiot to go running over there to cause a spawn flip by going to go cap A That's the general thing people are talking about
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1 RespuestaIf I spawn at A side I usually run up to the little cave near B and pick anyone off that tries rushing B while my teammates cap it.
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I think the point was....if you have C and B don't be the prick that goes and caps A just because "I have a bounty"!
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Spawn a cap a then just neutralize it any open chance
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If you spawn a side cap a rush c
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I never cap it because there is always someone on the team who will in those situation. You don't need the whole team on the zone to cap it. On bad spawn others should go b.. then jump around where heavy spawns to flank the enemy as the head b, then turn the spawn.
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Or you just go to C side, run up the back to flip spawns and then cap it.
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Should just rush B and flip the spawns ASAP.
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At the very least neutralize it
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I have started just making it neutral and leaving before the cap to take away the points the other team gets.
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1 RespuestaDumb retard use some common sense. Obviously cap it if you lose C or if you spawn there at the start. But not any other reason
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Agree with ya. Whilst there are preferred/ better flags to hold, having the bad flag is better than having no flags.
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You're right. People don't think enough for themselves.
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Editado por Major2: 7/8/2015 1:54:07 PMIf the other team is all camping inside B which I find to be the case often, then why wouldn't you grab A and C and just leave them sitting inside? Drives me crazy when I watch teammates leave them A and just run inside to B and die over and over.
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1 RespuestaSadly most people playing aren't this smart. They just repeat what they hear people say that ç is the good side workout considering the detriment having no zone and or being triple capped causes.
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1 RespuestaTo those who don't know: Anomaly C and B Fire base Delphi A and B Blind Watch C and B Shores of Time C and B
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3 RespuestasYou never cap A because you don't want the spawns to flip. Same with blind watch. It's like taking a dump as soon as you get out of the shower, extremely counterproductive
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Editado por xXDeViouS v2: 7/8/2015 1:41:47 PMSometimes I'll neutralize zone A in hopes of the opposing team going that way and making control of zones B and/or C easier to capture. Usually that works like a charm. I play pvp without a premade fireteam so I usually have no communication with the people on my team...this generally means that the best way to play control is the way that's most effective. Without communication, for me, the best way is to never cap A on Shores of Time. Or Blind Watch.
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1 RespuestaIf you have zone C, never capture A. If you don't have C, then capture A before trying to take C. One benefit you didn't mention: if your team had zone A while they have C, they may have a player dumb enough to try and capture it, which leaves one fewer person over at C when you leave. I capture A, but I never defend it, if they start taking A from you, that's your chance to move to C and have a numbers advantage.
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1 RespuestaGo for B if you start at the A side? Never cap A.
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I've never seen a whole team rush C point. I've seen maybe one or two but if they are running interference so your team can get B it's not a bad thing. And when I say run to C I don't mean run full on to C point. They should stay in the hallway between A and C. I know it's easy points but on A you need two ppl at most to cap it. So everyone else runs B or two runs B: two runs C, three runs B: one runs C. Just to cause enough confusion to get B easier. It tends to be whoever holds be normally wins. But I agree on normal control I'll cap A if my team and I start spawning on that side of the map. On Iron banner though I tend to just neutralize it, to buffer the point difference as we work on getting C. Yes you can win holding A it's not impossible but if the team has C and B and one random teammate runs to cap A, when it doesn't need to be, cause a spawn flip and they lose, I would blame people for getting Irritated lol.
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5 RespuestasI played a match of control yesterday....the enemy team never captured a single zone, and we held all three all game....it was sad honestly.
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Love your logic and strategy! Normally rush B flag and try to pick off whoever is there. That way when my team caps the spawn flag, we will have B also and then my team can run to B flag and have thag advantage over the opposition.
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Always run for B zone on shores of time. Hawkmoon ready to go.