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originally posted in: Map Control and You: A PvP Guide
4/3/2015 7:28:33 PM
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Map Control and You: Part 2 [b]3. The PvP Maps of Destiny and Map Control Examples[/b] [b]Earth Maps[/b] [spoiler][i]Twilight Gap[/i] - You mainly want to control A's side of the map. A's side is more enclosed and allows it to be better protected, whereas C's side is fairly open. - Sniping from A side railing gives you a clear line of sight at C's heavy ammo spawn. If you have armor piercing rounds (despite their ridiculous nerf) you can take out people that hide behind the box there, and even get kills at zone B when people hide behind walls. - Swapping the spawns requires you to get very far back on A's side if you're pushing from C, and is quite difficult to achieve. [i]Rusted Lands[/i] - You absolutely want control of A's side of the map; the high ground is very advantageous and gives clear lines of sight towards both zones B and C. - If disadvantaged, swapping the team spawns is incredibly easy however: simply flank all the way back to either 'shore' area (C side or A side) and you can swap the spawns very easily. Though taking C side is of very little benefit unless you're after quickly accessible heavy ammo. - If you back up to the right corner of zone A's room, you can get heavy ammo to drop for you via proximity. [i]Exodus Blue (PS4 Exclusive)[/i] - As an Xbox One player, I've never played on this currently PS4 exclusive map. If someone wants to elaborate on it in the comments, go for it. [i]Skyshock (Dark Below)[/i] - A side is the stronger position if taken, but C side has a much larger range with which to cover when sniping. If you can make either side work for you and your team, do so. - Controlling center heavy spawn is quite advantageous as you can easily access B which is often going to determine which team controls 2 zones at any given time. - This is the sniper's dream map, but if all you're doing is sitting in one spot, you better be doing a damn good job of ensuring no one takes it from you.[/spoiler] [b]Moon Maps[/b] [spoiler][i]First Light[/i] - Controlling the higher side of the map isn't entirely advantageous as you can still get flanked very easily. Controlling both the high ground AND the middle ground however puts you and your team at a much greater advantage. - As the map is centred around vehicle combat, if your team can control both interceptors at once, you can effectively lock down the other team. Be mindful of getting sniped out of your interceptor though. On the flipside you can snipe the pilots out yourself. A super will also ruin an interceptors day. - You can use your sparrow, so use it to get to different places quickly. There are ample places to hide and flank on First Light. [i]The Anomaly[/i] - Controlling either side of the map (A or C side) can be beneficial. I personally prefer controlling C side myself due to its proximity to zone B, and the fact you can encroach on A side without flipping spawns. - The central room has 4 corner rooms. From B if you look straight ahead and to the right past the anomaly, that corner room has an excellent view of zone B, the main zone A entrance, and the hallway opposite zone B. This spot is in my opinion one of the strongest positions on the map if you can hold it and take out people who push B and come through zone A's main entrance. [i]The Cauldron (Dark Below)[/i] - Controlling A side generally benefits you and your team more as you'll spawn more on the inside of the map rather than the outside, thus giving better control over maintaining zone B's location. - Controlling B in turn gives quick access to both the outside and inside heavy ammo spawns.[/spoiler] [b]Venus Maps[/b] [spoiler][i]Asylum[/i] - The map is mostly symmetrical, however controlling A side provides a greater advantage when defending zone B; the sight-lines are more beneficial facing towards C rather than facing A. - Sniping from the central room allows you to constantly harass anyone approaching from C side's stairs, however you need to be mindful of people jumping up from the lower level of the map. [i]Shores of Time[/i] - Controlling the C side of the map is absolutely crucial. Everything about C side is better than A side; sight-lines, accessibility for heavy ammo, and controlling map flow. - The two raised platforms on C side at the far side of the map (one directly behind C, the other behind C side heavy spawn) have by far the best sight-lines on the map. You can clearly see anyone approaching C, B or through the middle of the map. - Bottom line is, if you don't control C side, you're likely gonna lose unless you can swap the spawns and it's no easy task.[/spoiler] [b]Mars Maps[/b] [spoiler][i]Bastion[/i] - Possibly the largest map in Destiny, like First Light, there's no distinctly clear advantage for controlling the high ground, rather controlling the middle and the high/low ground is desirable. The middle room and its heavy ammo spawn is one of the strongest points on the map, more so if you also control the high ground. - The low ground area is huge, and more often than not, you'll have someone sniping out there. If you can't see them, don't try to challenge them. It's not worth the time nor effort. - Vehicles honestly don't have that much use unless you're catching people unaware or off spawn. There are far too many small rooms and areas to weave through on foot that vehicles cannot. [i]Firebase Delphi[/i] - This mostly symmetrical map favours the team that controls A side, and generally you'll keep both A and B at any given time. Doing so causes the team spawning on C side to generally spawn right around C's dome. - The window overlooking C in the centre of the map is basically the funnel of death; anyone that jumps through it should by dying because it's a dumb path to take. By staying around the ramp that leads to the lower portion of the map, you can overlook that window and take out anyone that comes through. - If you're on C side however, you can quite easily flank all the way around the map on either side, quickly hop into A and take it. Even if you don't take it, you might flip the spawns to your advantage. [i]Blind Watch[/i] - As mentioned in the prior example, controlling C side is your primary goal. People funnel down trying to take B, but you can easily take each one as they come. - Don't hog the heavy ammo at C side; ensure your teammates all have some so that you can lockdown your side of the map. Be mindful of someone intending to use their super to deny anyone taking C side heavy however. [i]Pantheon (Dark Below)[/i] - As the map is pretty much symmetrical in its entirety, there's not really any given 'best' side to hold. Rather, if you can control the centre of the map, you'll have a greater foothold to work with. - The corridor that lies below upper heavy ammo spawn is great for sniping from both sides. Trying to push on one side might prove impossible if the other team has 2 or more snipers on their side. - Remember to not push too far, or you might end up causing the other team to spawn behind your zones. Control your side, control the middle, and stick to those areas.[/spoiler] [b]The Lone Mercury Map[/b] [spoiler][i]The Burning Shrine[/i] - The map is symmetrical, but zone control comes down to preference. C side has the high ground and provides some decent sight-lines, but A side has the blinding sun in the background, and allows for people to move around a decent amount of cover. A has easier access to B however, so it's ultimately up to what side you prefer to play from. - If playing from C side, you have the advantage of cheap and easy shotgun kills from around corners, and you can easily overlook the lower side of the map from the staircases on either side. You'll rarely be challenged for the upper heavy ammo, however spawn flips are quite common, so you might find yourself constantly under pressure from the opposite side of the map from zone C. - If playing from A side, you can utilise some of the surrounding structures to your advantage. If you get on top of the large structure that overlooks B (not the central pillar) you have a very nice sight-line into the middle of the map, and can catch people unawares that poke themselves out from the two upper central corridors. The blinding sun is a very useful tool in that position.[/spoiler] Well, that about wraps up the guide, so thanks for taking the time to read some or all of it. There are other points to map control, but a lot of it is discovering it for yourself first-hand. You'll find positions and points as you play that you may find are very beneficial for you. Experiment and see what works for you in the long run. Go forth and conquer, Guardians.
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  • [quote]Map Control and You: Part 2 [b]3. The PvP Maps of Destiny and Map Control Examples[/b] [b]Earth Maps[/b] [spoiler][i]Twilight Gap[/i] - You mainly want to control A's side of the map. A's side is more enclosed and allows it to be better protected, whereas C's side is fairly open. - Sniping from A side railing gives you a clear line of sight at C's heavy ammo spawn. If you have armor piercing rounds (despite their ridiculous nerf) you can take out people that hide behind the box there, and even get kills at zone B when people hide behind walls. - Swapping the spawns requires you to get very far back on A's side if you're pushing from C, and is quite difficult to achieve. [i]Rusted Lands[/i] - You absolutely want control of A's side of the map; the high ground is very advantageous and gives clear lines of sight towards both zones B and C. - If disadvantaged, swapping the team spawns is incredibly easy however: simply flank all the way back to either 'shore' area (C side or A side) and you can swap the spawns very easily. Though taking C side is of very little benefit unless you're after quickly accessible heavy ammo. - If you back up to the right corner of zone A's room, you can get heavy ammo to drop for you via proximity. [i]Exodus Blue (PS4 Exclusive)[/i] - As an Xbox One player, I've never played on this currently PS4 exclusive map. If someone wants to elaborate on it in the comments, go for it. [i]Skyshock (Dark Below)[/i] - A side is the stronger position if taken, but C side has a much larger range with which to cover when sniping. If you can make either side work for you and your team, do so. - Controlling center heavy spawn is quite advantageous as you can easily access B which is often going to determine which team controls 2 zones at any given time. - This is the sniper's dream map, but if all you're doing is sitting in one spot, you better be doing a damn good job of ensuring no one takes it from you.[/spoiler] [b]Moon Maps[/b] [spoiler][i]First Light[/i] - Controlling the higher side of the map isn't entirely advantageous as you can still get flanked very easily. Controlling both the high ground AND the middle ground however puts you and your team at a much greater advantage. - As the map is centred around vehicle combat, if your team can control both interceptors at once, you can effectively lock down the other team. Be mindful of getting sniped out of your interceptor though. On the flipside you can snipe the pilots out yourself. A super will also ruin an interceptors day. - You can use your sparrow, so use it to get to different places quickly. There are ample places to hide and flank on First Light. [i]The Anomaly[/i] - Controlling either side of the map (A or C side) can be beneficial. I personally prefer controlling C side myself due to its proximity to zone B, and the fact you can encroach on A side without flipping spawns. - The central room has 4 corner rooms. From B if you look straight ahead and to the right past the anomaly, that corner room has an excellent view of zone B, the main zone A entrance, and the hallway opposite zone B. This spot is in my opinion one of the strongest positions on the map if you can hold it and take out people who push B and come through zone A's main entrance. [i]The Cauldron (Dark Below)[/i] - Controlling A side generally benefits you and your team more as you'll spawn more on the inside of the map rather than the outside, thus giving better control over maintaining zone B's location. - Controlling B in turn gives quick access to both the outside and inside heavy ammo spawns.[/spoiler] [b]Venus Maps[/b] [spoiler][i]Asylum[/i] - The map is mostly symmetrical, however controlling A side provides a greater advantage when defending zone B; the sight-lines are more beneficial facing towards C rather than facing A. - Sniping from the central room allows you to constantly harass anyone approaching from C side's stairs, however you need to be mindful of people jumping up from the lower level of the map. [i]Shores of Time[/i] - Controlling the C side of the map is absolutely crucial. Everything about C side is better than A side; sight-lines, accessibility for heavy ammo, and controlling map flow. - The two raised platforms on C side at the far side of the map (one directly behind C, the other behind C side heavy spawn) have by far the best sight-lines on the map. You can clearly see anyone approaching C, B or through the middle of the map. - Bottom line is, if you don't control C side, you're likely gonna lose unless you can swap the spawns and it's no easy task.[/spoiler] [b]Mars Maps[/b] [spoiler][i]Bastion[/i] - Possibly the largest map in Destiny, like First Light, there's no distinctly clear advantage for controlling the high ground, rather controlling the middle and the high/low ground is desirable. The middle room and its heavy ammo spawn is one of the strongest points on the map, more so if you also control the high ground. - The low ground area is huge, and more often than not, you'll have someone sniping out there. If you can't see them, don't try to challenge them. It's not worth the time nor effort. - Vehicles honestly don't have that much use unless you're catching people unaware or off spawn. There are far too many small rooms and areas to weave through on foot that vehicles cannot. [i]Firebase Delphi[/i] - This mostly symmetrical map favours the team that controls A side, and generally you'll keep both A and B at any given time. Doing so causes the team spawning on C side to generally spawn right around C's dome. - The window overlooking C in the centre of the map is basically the funnel of death; anyone that jumps through it should by dying because it's a dumb path to take. By staying around the ramp that leads to the lower portion of the map, you can overlook that window and take out anyone that comes through. - If you're on C side however, you can quite easily flank all the way around the map on either side, quickly hop into A and take it. Even if you don't take it, you might flip the spawns to your advantage. [i]Blind Watch[/i] - As mentioned in the prior example, controlling C side is your primary goal. People funnel down trying to take B, but you can easily take each one as they come. - Don't hog the heavy ammo at C side; ensure your teammates all have some so that you can lockdown your side of the map. Be mindful of someone intending to use their super to deny anyone taking C side heavy however. [i]Pantheon (Dark Below)[/i] - As the map is pretty much symmetrical in its entirety, there's not really any given 'best' side to hold. Rather, if you can control the centre of the map, you'll have a greater foothold to work with. - The corridor that lies below upper heavy ammo spawn is great for sniping from both sides. Trying to push on one side might prove impossible if the other team has 2 or more snipers on their side. - Remember to not push too far, or you might end up causing the other team to spawn behind your zones. Control your side, control the middle, and stick to those areas.[/spoiler] [b]The Lone Mercury Map[/b] [spoiler][i]The Burning Shrine[/i] - The map is symmetrical, but zone control comes down to preference. C side has the high ground and provides some decent sight-lines, but A side has the blinding sun in the background, and allows for people to move around a decent amount of cover. A has easier access to B however, so it's ultimately up to what side you prefer to play from. - If playing from C side, you have the advantage of cheap and easy shotgun kills from around corners, and you can easily overlook the lower side of the map from the staircases on either side. You'll rarely be challenged for the upper heavy ammo, however spawn flips are quite common, so you might find yourself constantly under pressure from the opposite side of the map from zone C. - If playing from A side, you can utilise some of the surrounding structures to your advantage. If you get on top of the large structure that overlooks B (not the central pillar) you have a very nice sight-line into the middle of the map, and can catch people unawares that poke themselves out from the two upper central corridors. The blinding sun is a very useful tool in that position.[/spoiler] Well, that about wraps up the guide, so thanks for taking the time to read some or all of it. There are other points to map control, but a lot of it is discovering it for yourself first-hand. You'll find positions and points as you play that you may find are very beneficial for you. Experiment and see what works for you in the long run. Go forth and conquer, Guardians.[/quote]

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  • Very nice, thank you!

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  • This is awesome, and you are awesome. Thank you.

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