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[Issue 32] Dream Team: Boombox


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Greetings, readers! You may be befuddled by the title, and given that it's the first time in a long while that this series has appeared in an issue, I'll shed some light on this - Dream Team is a series which consists of me examining maps and showcasing my judgment on which combinations I would ideally like to see in battle. As aforementioned, @Ranger7 initially began this series a long time ago; twenty-seven issues back; in fact, continued it once not long after. You can read the past Dream Team articles herehere and here. I've chosen a smaller map this issue, in order for you guys to get an idea of what I mean. Since the maximum amount for players for Boombox is 4, I'll be picking four combinations that I'd ideally want to be using/on my team when playing in it.


 


More about Boombox


 


Boombox is a pretty small map added way back in 2009; this means it's blessed our game for over five years. It only allows four players per side, which means it's pretty confined; it's not exactly difficult to get around, no matter how fast or bulky you are. For a small map, it uses quite a few stand-alone props, which enables tankers to be one step ahead, in regards to protection (using the houses/broken walls as a barrier) tactics (peek-a-boo tactics with longer ranged turrets) and unique turret abilities (Ricochet can bounce its plasma balls off the props). Here's a view of the map:


 


hWbQ1W4.png


 


I'll divide each match mode into sections, explaining which four combinations I'd use, the potential tactics they'd utilize, the positions in they reside, if applicable and why I would choose them overall.


 


TDM


Combination #1


 


The first combination I'd go for is Ricochet-Titanthis is because there's a lot of projectiles in which a player can utilize Ricochet's unique ability on, such as the barns, the broken walls and even the big building at the heart of the map. Granted, Titan isn't one of the fastest hulls around but this is a TDM scenario - swiftness is not so fundamental given there's no flags that need capturing. Titan will enable you to hold your own, and with such a potent turret, you'll be a force to be reckoned with. 


 


Combination #2


 


The second combination I'd pick is Freeze-VikingI'd like it if if we had someone that deals their damage at a high rate up close and personal - particularly someone who is capable of immobilizing the opponents they get their hands on, which makes life difficult for enemies who choose to aim at other teammates whilst being shot at once they know they're going to get destroyed; this can be detrimental in the long term, since although it doesn't cost you (specifically) HP, it can generally cost other teammates, possibly those that are more frail, useful HP. The Viking's HP should provide enough bulk to successfully resist enemy fire in order for the kills to rack up.


 


Combination #3


 


The third combination I'd like on my dream team is a Thunder-Dictator; this is in light of the fact that, as aforementioned, for a small map, there are a lot of stand alone props used in this map; this benefits Thunder users since it provides scope when utilizing their splash damage. Dictator's bulk will enable it to endure hits effectively, yet still be able to get around at a respectable pace, which means any Thunder user, whether it's one that chooses to keep their distance, or one that chooses to get closer, will be able to work well here.


 


Combination #4


 


The fourth combination I'd go for is Isida-Hunter; reason being is that's got enough speed to move around the map, and enough HP to fend for itself. Bearing these in mind, it can reach the other teammates with ease and heal them. This will ultimately prevent deaths. Since this is TDM, you'll want to be giving away as little kills as possible, and with a bulky nurse in place to help teammates when in need, minimal deaths will be given away. What helps the team in particular is the size of the map; this means help will never be too far away.


 


CTF


Combination #1


 


My first preferred combo would be Firebird-Wasp; ideally, I'd like someone that can deal massive amounts of damage, yet be able to take flags in the blink of an eye! Even if the attempts at capturing were not to succeed, the damage dealt on enemies doesn't just go away. It will either take them out at a later point or render them weak, which will enable other teammates to have a go at infiltrating the base. This combination in particular will need to watch out for longer ranged turrets targeting it before it can even reach the base - that's where the protections would lie.


 


Combination #2


 


The second combination that I've chosen to include in my dream team is Twins-Titan. As you can predict, this combination will be hanging back in its own base, dealing with all enemies that come by. It won't roam too far away from its own flag position, generally. Its unlimited rate of fire means it doesn't have to worry about a lack of ammunition, and when matched with a lot of bulk, this combination can prove a real problem. In addition to this, since the map is rather small in size, Twins' rubbish range isn't as much of a problem as it would be in, for example, Highways. 


 


Combination #3


 


The third combination that I'd love to have in my dream team is Ricochet-Hornet/Hunter; the aim is for it to back-up the swift attacker with Ricochet's high DPS; scout for enemies the offensive player might have trouble with and whittle them down/take them out in order to make it easier for the attacker to take the flag and get away. Alternatively, an aim would be to help the attacker in its attempt to capture flags by going with it - there's a speed difference, yes, but the map's small, and they're both nimble which would ultimately make quite a tandem. 


 


Combination #4


 


Finally, my last combination for CTF would be Isida-Viking, for the purpose of backing up the defense that's already present. It would hide behind one of the props and heal the bulky Titan whilst it's defending, so it can deal with one enemy at a time. Twins can only deal with one enemy at a time; therefore, a regenerator of Health Points will enable it to do with them all one by one. It could also back up our offensive players, but defense is something that's overlooked, so that's probably where it should stay. Our Firebird can come back to the Isida for HP whilst the enemies are burning, make do with what's left of their HP and get the flag. That's on the proviso it survives the first time, of course.


 


CP


Combination #1


 


The first combination I would use is Twins-Titan; it makes a second appearance due to the fact its unlimited firing rate can prove advantageous against other enemies. They'll eventually run out of charge whilst this combination will keep on shooting forever more. 


 


Combination #2


 


The second combination I'd use is Isida-Titan; this will be so all our attackers are capable of living just that bit longer; or at least one of them, but that depends on how the Isida chooses to split its charge. It will certainly make the difference when taking care of enemies and it will certainly make the difference when the extra points accumulated as a result rack up.


 


Combination #3 and #4


 


The last two combinations I'd go for are Firebird-Titanthe afterburn will result in substantial residual damage if they so happen to be taken out. Freeze-Titan would be the common alternative in this case, but once they're out, that's it - no extra damage that could have a positive effect on the team. Therefore, Firebird-Titan is the way to go.


 


A general point for this section regarding this map


 


The goal is to dominate the control point - the best chance of doing it is via using bulk; it's no good getting there first if you're not going to live for more than three seconds once everyone else arrives. In addition to this, there's ONE control point in this map; it's not like there could possibly be neglected control points in which the light hulls can race to. 


 


Mammoth can arguably do just as well in this case, although I'm not really interested in that hull - hence why it's been left out of my dream team.




 


What team would you want to run in Boombox? Which combination on my team would you replace, if any? Feel free to comment below!


 


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Boombox TDM has got to have a Railgun-Hornet... And as for CTF a Wasp seems a bit risky! Apart from that, entertaining and glad to see this stalwart back!

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!!!!! :O Where is he now?? He's the OG youtuber just saying :ph34r: 

 

I remember when Boom-box was one of the more popular maps of the game. I got a few golds way back when gold held 100 crystals in that map. To bad it's rarely seen nowadays -_- 

 

Suggestions: Monte-Carlo ; Sandal ; Dusseldorf      

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I play on my low accounts (about rank Corporal) with Wasp-Railgun and I'm very successful.

(I can win againist 2 players with Hunter or Dictator!)

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Good article, Titan one-uped everybody on this list, however, I believe that for ctf,

 

           I would want titan-fire or freeze, to keep them stuck, or fire, to make them keep taking damage before somebody else sees them. Just need one of either of these combos, not both.

           

          I would use isada hunter instead of isada viking just for the little extra speed to get around better. A little more speed would greatly increase chances of healing your flag if it doesn't come your way, assuming that you need to move to heal the titan, who is guarding without fail, maybe even camping on flag.

       

        I would also want, as you said, fire-wasp, just to get in and get out.

       

        But finally, Hornet thunder, to serve midfield and have the ability get the flag if needed. The splash of thunder can clear out any chasers on the fire bird. If the wasp loses the flag, the hornet will still have the speed needed to capture the flag. And hornet still has the speed to and health to play midfielder with any ***** who wants to head on attack thunder. Note, you could also use hunter in this situation if you want more HP, but the big thing is thunder crowd control.

 

       Please respond to see if you agree, otherwise, I agree with all Rem.

 

       Also, dont judge my nickname, It sucks and I don't feel like changing it, I was feeling uncreative when I maed it.

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Ummm... Isn't there a secret room in BoomBox?

Not that I know off, If you know where it is tell me, but I believe that the room is in ping-pong

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CP

Combination #1

 

The first combination I would use is Twins-Titan; it makes a second appearance due to the fact its unlimited firing rate can prove advantageous against other enemies. They'll eventually run out of charge whilst this combination will keep on shooting forever more. 

 

Combination #2

 

The second combination I'd use is Isida-Titan; this will be so all our attackers are capable of living just that bit longer; or at least one of them, but that depends on how the Isida chooses to split its charge. It will certainly make the difference when taking care of enemies and it will certainly make the difference when the extra points accumulated as a result rack up.

 

Combination #3 and #4

 

The last two combinations I'd go for are Firebird-Titanthe afterburn will result in substantial residual damage if they so happen to be taken out. Freeze-Titan would be the common alternative in this case, but once they're out, that's it - no extra damage that could have a positive effect on the team. Therefore, Firebird-Titan is the way to go.

 


 

 

 

 

 

I feel that another Isida' must be present instead of the second Firebird due to the fact that the opponents may use long range to knock your team off. One Isida alone cannot heal the Twins and the Firebird to full health so a second Isida can help in healing the two turrets and also help the first Isida live. In this way, neither of the Isidas dies and they can perform to their maximum that is in healing their teammates. 

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Boombox TDM has got to have a Railgun-Hornet... And as for CTF a Wasp seems a bit risky! Apart from that, entertaining and glad to see this stalwart back!

Not exactly, Railgun in TDM wouldn't help its team much as it reloads slowly. What a TDM team needs most are medium to short reloading turrets. 

 

Although Wasp seems risky a skilled tanker can control his/her turret easily. If used properly it can deliver relatively better results than with any other hull.

 

 

 

I play on my low accounts (about rank Corporal) with Wasp-Railgun and I'm very successful.

(I can win againist 2 players with Hunter or Dictator!)

That is because you are playing with inexperienced tankers who have yet to hone their skills. Essentially, they cannot turn their turrets consequently you can evade their straight shots and use your turret to shoot them easily. Then, supposedly, you hide and wait for your next shot and this process repeats till you kill them. They cannot do anything than face the situation again and again.

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I have 3 favourite maps and this is one of them :)

always loved playing on this map, use to be extremely popular like edinburgh but idk what happened with boombox...

do not even see this map at our rank.

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