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Showing content with the highest reputation on 07/21/20 in all areas

  1. 1 point
    I was curious about this sort of thing once upon a time - in the global chat we hear about the two arty hills on Leviathan (huh?) or somebody's honey hole on Cerberus where you can just camp all match (still unenlightened to where that is). I used to feel bad about bumbling around on a map trying to get the hang of it. Watching folks you don't know on the mini-map is a bit like reading tea leaves, because for all you know, they are bumbling about, too. I really *hated* starting out in arty on the M108, because I had no idea where the arty was supposed to go on any of the maps, and entire matches would go by where I would earn zero. (Didn't spot anything, didn't hit anything, and if I was lucky, didn't just die from a big red ATGM enema.) One way to figure this out on a small scale is to watch your replays. The bots do like to hurry to their cap points, so you can follow the trail of bots back to the spawn point. Some spawn points just spawn a few bots. For example, on Ricochet, you start out with a large warehouse building on the right. The first bot generally spawns to the right of the warehouse, the second bot spawns to the left. Another suggestion is that most secondaries seem to leave you near a place where you can re-join the attack pretty effectively... so even if the secondary has been taken by someone else getting there a minute before you, you can still try going there and looking around. The other challenge is that some spawns seem to be triggered only when a player gets close enough. Some are located near secondaries (ow.) On unfamiliar maps I'll often start out by following the big boys as a supporting vehicle, then watch the replay to see what positioning looks like. For the maps you commonly play, you usually want to have a couple of different approaches to any particular objective. Some ideal positions only have enough space for 1 vehicle between two rocks or other pieces of cover, so if one approach is occupied, you have an alternate path to hit the bots. For example, in Watchdog the hospital can be attacked from the left if you have already crossed the bridge/river, from the right if you haven't crossed the bridge, keeping to the water's edge, or from behind (again not crossing the bridge, turning right at the playground, then left along the back street.) Which one you pick depends on what vehicle you are driving, how much health you have (=damage you can absorb), and if you have teammates with you to help with covering fire or smoke. So rather than a quantitative analysis, even a few big suggestion arrows about where to drive might be useful for those of us who are still figuring out the game. Some players try to do this in-game by highlighting a map square (so others know to watch this / attack this / cap this), but unfortunately many of us don't know the best way to drive there without running into walls / mountains / submersion or (even worse) prematurely triggering a big bot spawn. I can imagine the meta-issue that a master walkthrough might create is a bigger lemming problem than we have now. Sometimes the team needs to split apart to adequately provide flanking / covering fire on an objective, and having some public master plan that a huge majority follows may make it harder to split into useful squads unless platooned. As Haswell and others have brilliantly described, the AW map system tends to funnel you into a particular harmonic rotation of 3-4 maps, even though 10 are actually active at any one time. So in the course of a play session you may see the same map often enough to experiment with it a little (it's not by accident that I can cite Ricochet as an example. Ick.) DVC, QR
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