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[Issue 48] A Guide to Monte Carlo


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As maps go, Monte Carlo is truly an oddball. 

Large, dynamic, and a sniper's dream, half the challenge is ensuring that your teammates don't "accidentally" flip you over the edge. Battles tend to be long and gory as capturing even a single flag is difficult, to say nothing of ten or more. Squadrons of shafters produce inevitable gridlock, and there is a protracted standoff lurking just around every metaphorical corner in the map. 

Despite -or perhaps, because of- the above, Monte Carlo is an insanely fun, intrinsically challenging, and uniquely interesting map that is well worth a second glance. So, let's get going, and check it out! 

 

Overview

 

The two sides of Monte Carlo are mirror images of each other. The map can easily be divided into four separate quadrants: The Upper Base, the Lower Base, the Underpass, and the Overpass. 

 

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All team spawn points are found in the Upper and Lower Bases. The Underpass and Overpass function as a sort of neutral zone, and are usually controlled by the most aggressive team. The greatest difficulty to overcome in Monte Carlo is simply unobstructed movement as the two Upper Bases opposing one another are usually jam-packed full of bloodthirsty shafts, pegging away at any uncovered target.
This is a map for snipers: it is rare to see a firebird or freeze, let alone a successful one, because they would be "sniped" well before reaching an enemy target. Flags are a hot commodity and it is an exceedingly difficult task to capture one. Doing so unassisted is unlikely.
 
Defending
 
For better or worse, there are only three points of access to the flag. Enemies must come up through the Lower Base, jump across the bridge gap, or run a fearsome gauntlet of respawn spots and snipers in the Upper Base to reach the flag. 
 
Monte_Carlo_2.png
 
As a non-shaft defender, you should generally focus your attention on the bridge gap and and enemies coming up via the Lower Base and leave Upper Base defense to the Shafts and current respawners. It is my opinion that the best possible defending position is located on the ramp directly behind your flag. This spot has good visibility of important areas of the map (which are circled below), protection from enemy shafts, and a defender can quickly move up or back to deal with any approaching threat.
 
Monte_Carlo_3.png
 
The most direct attacking route an enemy can take to your flag is to "jump the bridge". This is most often accomplished with speed and double armor, and if landed safely can be an extremely difficult move to defend against. 
So. It's your job to make sure any wannabe Evel Knievels do not survive this jump. Drop mines at the base of and on the ramp as a precautionary measure, but if you're using a high-impact weapon, such as hammer, rail, or smoky, you'll want to attempt to shoot the incoming enemy mid-vault and tip them off the map. You can also drive up underneath them as they land and "shovel" them off the edge, but this is rather messy and prone to failure. Giving that extra "push" that sends an enemy spiraling out of control takes timing and practice but is by far the best way to combat drugging tankers who choose this route.
Looking down to your Lower Base, it is always a good practice to lay a mine or two in the spawn "dips". Enemies have a nasty habit of sneaking up from behind while you are conveniently busy dealing with a large frontal assault. The explosives provide an extra layer of protection and can help dilute an attack from that direction. 
Overall, while defending it is essential that you keep a sharp eye out on each of the various attacking routes. As I stated before, the visibility in this position is excellent, and will be your greatest asset in combating oncoming enemies. 
 
Attacking
 
Attacking in Monte Carlo consists mainly of trying to avoid the shaft lasers while edging shiftily towards the enemy flag. The end.
...
...
...Or perhaps not.While sometimes it certainly feels like going after the enemy flag is a pointless exercise in futility, there are things you can do to make a capture more likely. 
From a big picture perspective, the chances of any one attacker stealing, carrying, and capturing the enemy flag in a single go is unlikely. Rather, your goal is simply to get the flag back to your "side" of the map. Once there, it becomes a team effort to make the capture as the flag is carried forward inch by inch through an unfriendly forest of laser beams.
 
As previously discussed, the most direct route to the enemy flag is by means of the bridge gap. It's a tricky jump to land, but is the most efficient way of getting to and away with the enemy flag. If you choose to utilize this path, first make sure there are no defenders waiting to swipe you out of the air. Then equip speed and shield, jump the gap and grab the flag. Do not waste time turning around, simply drive straight backwards and be sure to lay a mine on the ramp as you cross it to prevent any overeager defenders from following you.
 
Bridge_gap.png
 
The second most direct route is to go through the enemies' upper base. This area holds the vast majority of spawn points and is usually rife with activity, so as a general rule of thumb, I would tend to steer clear of this path. It should be noted that it is possible to sneak behind a host of camping shafts and make away with the flag, but this is terribly risky and can only be satisfactorily pulled off with an extra-large serving of luck and good timing.
The third, longest, and last route to the flag is to come up by means the underpass and through the lower base. These areas are less-frequented, but it's still an awfully long way to go, especially if you have the flag and are returning to base.
So... a little sleight of hand is in order.
 
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The "Jump of Destiny" is a handy trick to know. Visually impressive but extremely easy to do, it can be safely accomplished with Rail, Rico, Twins, Hammer, Thunder, and Smoky. It is easiest to flip in Hornet, but can be done with nearly any hull. The drop confuses the heck out of your opponents, reduces the length of your trip back with the flag, and places you out of sniper range. It is difficult in the extreme to defend against, mainly because it's an unorthodox trick, and completely unexpected. 
 
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When returning with the enemy flag by means of your Upper Base, it's important to drive gently over the series of three ramps leading to the flag. If you gun it, and launch yourself up the ramps all willy-nil, you will find yourself up in the air, and suddenly at risk of being flipped off the edge. If you are sent into a death-spiral off the map, the flag is automatically returned to the enemy team. So be careful, and drive cautiously. 
 
Sniping
 
As a Tanker, do you find your playing style characterized by a single-minded determination to avoid the flag? Is spawn-killing your "raison d'être," and does the sheer power of a Shaft on DD send chills racing up your spine?
If you answered yes to any of the above, Monte Carlo might just be a perfect fit for you. This is one map where Shafts are an intrinsic and well-respected part of every team, because with a little attention to the most tactical locations, one good sniper can mean the difference between victory and defeat.
There are three main sniping areas to camp in: the Upper Base, the Lower Base, and the neutral Overpass. It is important to note that the location from which you choose to camp will determine your role in the battle.
From the Upper Base, a shaft's job is to deal aggressively with counterpart enemy snipers, make spawn kills, and attempt a total lockdown of the opposite base. You will be in constant danger from enemy snipers, so it is best to find an area with partial cover, such as cozied against a wall or the ramp. While operating from behind cover, you don't have to worry about being blasted from the side and can focus entirely on enemies directly across from you on the map.
Also, remember that the entirety of Monte Carlo consists of a two lane thoroughfare, so pull tight to the edge while camping, else you function unintentionally as a roadblock. 
 
Example of a good upper base sniping position. The concrete block and ramp provide excellent cover without hindering vision.
Upper_base.png
 
When sniping from the Lower Base, your primary goal is to secure the Underpass. One sniper can satisfactorily keep the steady trickle of attackers at bay. During the quiet moments, you have a clear view of the enemy Lower Base. There isn't much cover, but this isn't hugely important as it is impossible for snipers on the enemy Upper Base to get a visual on your position.
 
Example of a good Lower Base sniping position. 
lower_base.png
 
The third and final sniping location is the Overpass. This is an interesting location for a number of reasons, namely because; 1) it's the highest terrain in the map, 2) it looks directly into both bases, and 3) is "neutral" territory, available to the most aggressive team.
It has been my observation that the Overpass is a pivotal terrain feature, and the team that has control usually dictates the overall flow of battle.
 
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The largest advantage of manning the overpass is that, once settled in, a tanker can function as a sniper, attacker, and defender. Sniping-wise, you can keep up a continuous and highly irritating barrage of fire aimed directly at opposing shafts. It is also fairly easy to go after the flag from this position, or to simply aide and abet fellow attackers at the bridge gap while remaining safely in position. And, this location also has an excellent view of the friendly bridge gap, thus a sniper can function as an extra defender by knocking out enemies that approach the gap. This versatility from one spot is almost unheard-of, so each team should always be attempting to get a foothold on that Overpass, or at the very least, take steps to prevent the enemy from doing so. 
 
Dealing with Sabotage   
 
Due to the unique nature of the map, it is fairly common to see one tanker flipping others off the edge. Sometimes this is a complete accident, but at other times, it is purposefully done.
Allow me to be frank: intentionally pushing someone off the edge to further your own score is malicious, low, and downright despicable. It is also sabotage against your own team, and is clearly forbidden in The Rules
However, despite all that, saboteurs still exist and unfortunately even thrive in Monte Carlo. So...what to do if you find that an allied tank is clearly attempting to make your life miserable?
Well, you have four choices:
  1. Respond in kind.
  2. Leave.
  3. Ignore the offender and attempt to carry on with gameplay.
  4. Make a video clearly showing the sabotage and submit it here.

Responding in kind is a poor choice. With just the right bit of malicious video evidence, the offender could portray you as the saboteur and get your account banned for sabotage.

Leaving is a bit better (no one ever got banned for leaving a battle, that I'm aware of) but you lose the fund, and it means the saboteur has 'won' his callous little game.

The 'silent treatment' is pragmatically effective, but requires keeping a close lock on your temper.

And finally, while making a video could result in a ban for the offending player, it requires recording equipment, time, and dedication to produce one in accordance to forum rules.

However you choose to handle the situation, the most important thing to remember is that cursing the other player out in chat will most likely end with a ban... on your account. No matter how frustrated you get, it is always better to handle the situation with dignity and maintain composure. 

 

Conclusion

 

Play hard, play tactically, play well. Take the enemy snipers in stride, expect to lose the flag numerous times before a capture, and focus on winning as a team. Monte Carlo is very much a "group effort map," one where all the various branches of the team (snipers, defenders, and attackers) need to cooperate seamlessly to capture flags for the win. It can be great fun, with close, exciting matches, and is definitely a worthwhile map to play. 

 

 

 

 

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Thanks to: 

 

@DarthMaul667@Yisroel.Rabin@Phoenix-Warbird, @Prince_The3rd@Lhamster, and @greyat for help with tactics, pictures, GIF, and 'Jump of Destiny experimentation' respectively. 

Edited by Night-Sisters
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Great article :)

 


 
Dealing with Sabotage   
 
Due to the unique nature of the map, it is fairly common to see one tanker flipping others off the edge. Sometimes this is a complete accident, but at other times, it is purposefully done.
 
Reason why i never use shaft in this map. Your vulnerable when in scope. I'd say using Railgun instead. 

 

 

 

 

 

 

Edited by wow349

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True, but in the end, there are only three ways to get to the flag. Going over that higher bridge just adds unnecessary distance, and I can't recall ever seeing anyone take the enemy flag up there.  :P  

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You forgot one other trick for capping a flag.

 

After Jumping back over the bridge you jump off your upper base onto the underpass right next to your side of the lower base.

This generally works as by the time most of the enemy snipers have realised that the flag has been taken you are jumping onto the underpass, out of their range. This also means you cut out the last half of the upper base which is where the progress of the flag truly becomes agonisingly slow.

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If you are a shaft and you are on the underpass on the level part of it you can actually snipe the shafts in their upper base and they will never know what hit them. Also I find that underpass - bridge is the best flag route UNLESS someone is using that ramp. Also use the ratio 3:1. (this means one isida for every 3 long range weapons) leaving two good ricochets (that can knock off the aim of 2 shafts at once each) that are using wasp with the most shaft protection available at their rank. Oh and, doesn't being on the overpass make you somewhat more vulnerable than being one of many in your upper base?

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If you are a shaft and you are on the underpass on the level part of it you can actually snipe the shafts in their upper base and they will never know what hit them. Also I find that underpass - bridge is the best flag route UNLESS someone is using that ramp. Also use the ratio 3:1. (this means one isida for every 3 long range weapons) leaving two good ricochets (that can knock off the aim of 2 shafts at once each) that are using wasp with the most shaft protection available at their rank. Oh and, doesn't being on the overpass make you somewhat more vulnerable than being one of many in your upper base?

  

If you are a shaft and you are on the underpass on the level part of it you can actually snipe the shafts in their upper base and they will never know what hit them. Also I find that underpass - bridge is the best flag route UNLESS someone is using that ramp. Also use the ratio 3:1. (this means one isida for every 3 long range weapons) leaving two good ricochets (that can knock off the aim of 2 shafts at once each) that are using wasp with the most shaft protection available at their rank. Oh and, doesn't being on the overpass make you somewhat more vulnerable than being one of many in your upper base?

  

If you are a shaft and you are on the underpass on the level part of it you can actually snipe the shafts in their upper base and they will never know what hit them. Also I find that underpass - bridge is the best flag route UNLESS someone is using that ramp. Also use the ratio 3:1. (this means one isida for every 3 long range weapons) leaving two good ricochets (that can knock off the aim of 2 shafts at once each) that are using wasp with the most shaft protection available at their rank. Oh and, doesn't being on the overpass make you somewhat more vulnerable than being one of many in your upper base?

Posting 3 times won't help us notice ur post.

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