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It's Time To Excel In: Silence


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zFDHnL3.jpg
 
Greetings readers!
 
The It's Time To Excel In: series is back again! This time, it will be featuring one of the less popular maps which in fact, isn't seen very much. But, gather equally skilled players, and you will have a blast! Behold the map, Silence!


 
Introduction:

 

Silence is one of the rather unpopular maps in the game. Before General , the number of Silence's in the lobby is generally greater. After this rank however, it is very hard to find a Silence battle which isn't formatted for Parkour.

 
It unlocks at Staff Sergeant and can hold 20 players fighting in real time, well, if you excuse the mults who happen to be taking coffee bre-either it be 10v10 or in FFA. It is 29 x 24 meters big, with a total area of 696 square meters (m2). The layout of buildings is generally balanced towards the middle. Both the bases have their own pros and cons. Although the Blue team should be more productive since it is at higher ground (higher ground is always a bonus!)
 
History:

 

Silence has been around for quite a long time. It was designed by a player named Figishe and first appeared in the game on April 23rd, 2010. Silence has undergone a radical change in its layout. Back in 2010 it looked quite like this:

 


nM8cCNZ.png

The old Silence. You can see some drastic changes between this version

and the current version of it.

 

There have been three versions of Silence. Silence itself, Silence II and Moon Silence. Silence can be seen above. Here is a a rather old image showing Silence II.
 


 

pYMf4x2.jpg

Silence II. You can see some big and some small changes between this map and Silence. However,

due to both maps being fairly equal, they were merged together close to what Silence looks like now.

 
And the most different from them all, is: Moon Silence.

 

1oQwqNY.jpg

A map that was greatly enjoyed by the players, as you can see in the image above. However, the

anti-cheat system failed to pin-point hackers because of the less gravity and ultimately,

the map got removed.

 

Overview:

 

800px-Silence1.jpg
 

Places:

Silence is a medium ranged map - which is why medium ranged turrets such as Smoky, Vulcan and Thunder tend to boss here. Seeing it from the top, Silence can be divided into six parts.

 

wK04nl9.jpg

 

1. Upper Blue Base:
As the name suggests, this is the area where the blue flag is located. Most of the defenders will be found here. Look out for mines!
 
2. Lower Blue Base:
The lower area of the Blue base where most of the spawns occur. This area is connected by the Middle, the Neutral Area and the Ramp Area. You wont find any mines here, but look out for campers!
 
3. Middle:
The central part of the map where most of the fighting happens. It has two very important supply drops - a Repair Kit and a Double Power. 
 
4. Neutral Area:
A part of the map which is completely ignored. The attackers do pass through here, but rarely. Has a Double Armor drop right in the middle of it.
 
5. Ramp Area:
A part of the Red base. Has a sort of a platform and a ramp leading to the Blue base. 
 
6. Red base: 
As the name suggests, this is the area where the red flag is located. Most of the defenders will be located here. This area will sometimes be heavily mined! Look out!

 

Supply Drops:

Attacking

 
As I said before, the buildings in this map are spaced out; balanced towards the middle. However, in my opinion, this map is a bit in favor of the Blue team, which again, as I said before, height is always a plus! The supply drops are very, very tactically placed. Both the Double Power drop zones are easily accessible to the Blue team - which means that if you are attacking as a Red, your priority would be the Speed Boost that drops next to the container. After you catch the Boost, equip a Double Armor. Then choose your way through the spoiler!

 

After catching the Speed Boost and equipping a Double Armor, you:

 

Go up the ramp leading up to the left side of the Blue base.

 

Félicitations à vous! You have chosen the hardest route. Enemy defenders are hot on your tail. Fortunately:

 

You have a bunch of handy-dandy Repair Kits.

 

Great! Drug your way back to your base (Jump down for the quickest escape). If you have an Isida healing you as soon as you jump down, you will make the capture for sure!

 

You have a friendly Isida constantly healing you.

 

An Isida being friendly? That's a rare sight. But anyways, having an Isida will definitely make the job a lot easier!

 

Decide to do this tactically and go through the tunnel.

 

So now you are being :ph34r: . Your main missions are to sneak into the enemy base, jump on top the of the defenders, steal the flag and run for your life. Of course you need Wasp for this tactic. Unfortunately:

 

A Vulcan is impairing your ability to drive straight.

 

The last thing a Wasp needs is a drugging Vulcan. If you aren't a good driver, you can't do this. If the impact force is swindling you to the right, press Z, turn 180o degrees, and continue on your desired escape path. If its pushing you the left, press X and do the same. You are going to lose some precious health and time while you outmaneuver the Vulcan, so save at least one Repair Kit.   

 

A Freeze has left you temporarily rock-solid.

 

Only an Isida or a Repair Kit will counter the Freeze. If you don't have any of those, you might as well stay in your base and be a defender.

 

Spot that the right side is completely abandoned.

 

There is no one in your path. You have chosen do this quickly and swiftly when suddenly:

 

A mine pops up outta nowhere.

 

If you hit the mine at the wrong angle, you will go flying and then end your flight by faceplanting straight into the ground. So, be aware. Use the recoil of your turret at perfect timing (Railgun can sometimes flip a Wasp while using it to land a jump if you fall too fast) to get back on your tracks and continue your attack.

 

A Thunder/Smoky has spotted you.

Thunders and Smokys are very annoying. First of all, the impact force causes the Wasp to tremble and second, the blast impairs the vision for a second or two. The counter to turrets like Thunder and Smoky would be an Isida and/or a Double Power.

 

The round has ended. You are now the Blue team. Time for you to attack now. The optimum supplies for you should be the Double Armor that drops right next to the crates in your base. After you have caught this, equip a Speed Boost and dig around in the spoiler! 

 

After catching the Double Armor and equipping a Speed Boost, you:

 

Choose to take the left side as your attacking route.

 

This route is the most easiest one out of the other two down below. Once you have jumped down from the platform and have ended up on the left side of the Red base, a Railgun/Shaft spots you right away. Fortunately:

 

You have major protections against both the turrets.

 

If you have protections against Railgun/Shaft, don't worry. Continue to the flag, grab it and then choose your desired escape path. If enemy defenders are closing down on you from your right, left and bottom side, go up the ramp next to the brown tower.

 

The amount of Repair Kits in your Garage are impressive.

 

A Repair Kit will always make capturing flags easier. Take Viking and Isida. Once your Double Power has cooled down, equip it. Now you are temporarily invincible. Carry on, deploy a Repair Kit as soon as you hit 10% health. Either go up the big ramp or the tunnel. The ramp in the middle (next to the brown tower) is also a great choice.

 

Decide to be a ninja and go through the tunnel.

 

So now you are being  :ph34r: again. Your main missions are to sneak into the enemy base, push or get on top of the defenders, steal the flag and run for your life. Of course you need Wasp for this tactic. Unfortunately:

 

A Vulcan is impairing your ability to drive straight.

 

The last thing a Wasp needs is a drugging Vulcan. If you aren't a good driver, you can't do this. If the impact force is swindling you to the right, press Z, turn 180o degrees, and continue on your desired escape path. If its pushing you the left, press X and do the same. You are going to lose some precious health and time while you outmaneuver the Vulcan, so save at least one Repair Kit.   

 

A Freeze has left you temporarily rock-solid.

 

Only an Isida or a Repair Kit will counter the Freeze. If you don't have any of those, you might as well stay in your base and be a defender.

 

Make a quick decision that the big ramp on the right is the best choice!

 

The hardest route of the three. If you are going to attack from this side, you need an Isida. You have reached the middle. Twins and Isida's are hammering down on you. Fortunately:

 

The Isida you brought along with is very loyal.

 

If the Isida is being loyal and is constantly healing you, worry should be of the least importance. The Isida should always keep healing you and even block the way of the defenders so you can have a safe escape.

 

Repair Kits.

 

Use them.

 

Defending

 

Supply Drops should always be left for attackers, especially Speed Boosts and Double Armors. For a defender, his own supplies should be in use. If a enemy appears out of nowhere, equip a Double Power right away. Shoot at him/her with all your might. Turrets such as Freeze and Smoky paired up with Titan and Mammoth will work a treat. One Freeze for defense in Silence for both the bases is a huge bonus!

 

Place mines around the flag. Try to place two mines in the exact same spot so the attacker has lower chances of grabbing your flag. Always stay aware of your surroundings. Press V  or R to get a perspective of the equipment your enemy is using. If the attackers are using M4 hulls, or the Spider S-A module, two mines will merely cause a scratch!

 

Optimum Mining Positions:

Blue Base

 

Position #1

Position #1 is all about stopping attackers right in their tracks. Players will often try to attack from this side. Mining the corner of the ramp will hopefully cause them to flip, or lose a great portion of their health. The mines next to the crates will render them dead even if they have used a Repair Kit.

 

sREvSMd.png

 

Position #2

Position #2 is the Blue flag. This mining setup is often seen in the Blue base in Noise, however, it can easily be done in Silence. The two-three people defending the flag should mine around it to prevent attackers from getting an easy escape.

 

RwM4Vj2.png

 

Position #3

Lets say the attackers have grabbed your flag and are making an escape. The best route of escape is this "cliff" since you can drop-and-pass the flag onto someone else below if you are low on health. The mine setup here ensures that doesn't happen.

 

iPIqMiz.png

 

Position #4

This position is all about preventing the attackers from entering your base. Reds will usually try to utilize the tunnel for attacking. Once out, they head for this ramp. Notice how I planted the mines in a diagonal line. This is to stop medium hulls such as Hunters and Vikings from taking out all mines at once. When someone hits the first mine, there is a good chance they will flip instead of landing. Even if they do pass this spot, the mines surrounding the flag will do the job.

 

Xmp6I08.png

 

Red Base

 

Position #1

You are going to see some Blues pop up from the tunnel. This mining position is to stop them from penetrating into your base. Once again, lay the mines diagonally. There's a great chance of them to flip sideways if you have double-mined this position.

 

z7gYSdE.png

 

Position #2

Every once in a while, the attackers from the Blue base will attack from this side. By now you already have got this part: This position is to stop em! If two or more defenders are defending from this side, the mines aren't needed at all.

 

dBk5cuH.png

 

Position #3

If the attackers attack from this side (This side is the most popular side for penetrating into the Red base!), they will try to sneak in between the house and the wall and continue their attack. Usually, a lot of defenders are operating at this side; which is why placing mines here isn't really popular.

 

Ej6BHKE.png

 

Position #4

Now we do need to protect the flag don't we?

 

Tconbjb.png

 

Sniping Positions:

Blue Base

 

Position #1

 

tNVXeDA.png

 

Position #2

 

OS5LhdH.png

 

Red Base

 

Position #1

 

NKiziir.png

 

Position #2

 

gxAq7ga.png

 

Position #3

 

BVexYVy.png

 

Position #4

 

Xbr7Lsd.png

 

Turrets:

 

 

150px-Firebird_XT.png - Firebird

 

Firebird's after-burning ability has always made it popular in DM battles. You can go up to almost anyone, pull out your Firebird and start smoking 'em. This turret will do an amazing job in Silence DMs. In a TDM, Isida will counter a Firebird. For CTF, Firebird would not be my choice. That leaves CP. With it's ability to damage several enemies together, it can cause some serious damage to your opponents leaving your defenses to eventually wipe them out.

 

Ratings:

 

DM - 9/10

TDM - 5/10

CTF - 3/10

CP - 8/10

 

Special Notes:

Try to always target several enemies bunched up. Wasting your Firebird's energy on one enemy at a time isn't worth it.

 

 

125px-Turret_freeze_m3.png - Freeze

 

Freeze is only common because of its 'freezing' effect, which impairs the movement of your opponent. In DM battles, Freeze works a like a treat. All you need to do is fire and then do circles/donuts around your opponent. Its amazing how you restrict your opponents movements. (And apparently very annoying as well). In TDMs, Freeze isn't very helpful, though you could sneak into either bases and cause the temperatures to drop drastically! Where does it work well? CTF! Freeze your opponents to let the attacker escape safely. In CP, try to freeze your enemies so that your defenses can finish them out.

 

Ratings:

 

DM - 8/10

TDM - 6/10

CTF - 10/10

CP - 8/10

 

Special Notes:

Roaming around and firing Freeze is abusing that weapon. Circling your opponent to utterly make him useless is far more worthwhile.

 

 

115px-Turret_isida_m3.png - Isida

 

Isida tends to dominate everyone in this map. It feels like Silence has been made for Isida users. In a DM, especially if you have micro-upgraded your Isida, you will invincible with Double Power. Isida is very important in team battles, that is, in all: TDM, CTF and CP, with the most important being CTF. If a team has no Isida in a Silence CTF, it is highly unlikely they will manage to capture a single flag. (When both teams are equally balanced in all aspects). In CP, instead of driving around the whole map and healing everyone, stick to a close group of defenders. It will be much more effective and efficient.

 

Ratings:

 

DM - 9/10

TDM - 9/10

CTF - 10/10

CP - 9/10

 

Special Notes:

Not much to note here.

 

 

Hammer_m3.png- Hammer

 

Hammer is really useful and is a very good substitution for other powerful turrets such as Smoky and Ricochet. First of all, the impact force is over-powered - it causes a Wasp to tremble! For DMs, TDMs and CTFs, Hammer will always amaze you. For CPs, it slightly loses its worthiness. In CP, you need constant outburst of shells and apparently, Hammer has a slightly longer reload time than other turrets. If you manage to count the time needed for its reloading and the time needed before every shot, it is longer than that of a Railgun!

 

Ratings:

 

DM - 9/10

TDM - 8/10

CTF - 8/10

CP - 6/10

 

Special Notes:

Not much to note here.

 

 

125px-Turret_twins_m3.png - Twins

 

Twins is a really powerful gun - and I can safely say it ranks in the best turrets for DM battles. Pair it up with a Titan, have some handy-dandy Repair Kits and you will have a blast! For TDMs, it is important that you have an Isida by your side at all times. For CTF, Twins will make a good defender and so for CP too.

 

Ratings:

 

DM - 9/10

TDM - 7/10

CTF - 9/10

CP - 10/10

 

Special Notes:

As a Twins, you will have to stay aware of the battle at all times. Twins projectiles sometimes don't hit the enemy at all, especially if they have Wasps. You need to start pre-firing advance your projectiles by 2.5 meters. (In comparison, Viking is 5m long).

 

 

150px-Turret_ricochet_m3.png - Ricochet

 

Ricochet is a very powerful turret indeed - and becomes deadly when M4'd. It is great for DMs and serves well for TDMs too. For CTF, it isn't very popular due to the fact that we need to constantly shoot your opponents while making an escape. Doing that with Wasp may result in a flip or a face-plant. For CP, Ricochet works best with Titan. You need to stay on a point and have an Isida right beside you. There is a good chance you will dominate that certain part of the map.

 

Ratings:

 

DM - 9/10

TDM - 8/10

CTF - 7/10

CP - 9/10

 

Special Notes:

Use of Ricochet's ability of bouncing projectiles is absolutely necessary! With it, you can literally damage opponents in the tunnel while still in the Blue base. It is only possible because of Ricochet's impressive cone angle!

 

 

115px-Turret_smoky_m3.png - Smoky

 

Smoky is one of the most terrifying turrets in the game. It's critical hit diminishes Wasp, Hornets and even Vikings to nothing. With Double Power and when in the right hands, Smoky can be lethal, especially in DMs. In TDM, pair it up with Viking/Titan and work as a midfielder. For CTF, provide midfield support to attackers. In CPs, sit on a point and have a friendly Isida right beside you.

 

Ratings:

 

DM - 10/10

TDM - 7/10

CTF - 8/10

CP - 9/10

 

Special Notes:

Not much to note here.

 

 

150px-Vulcan_XT.png - Vulcan

 

Want to impair driving abilities of enemies? Want to annoy enemy Wasps? Then Vulcan is the turret for you! With some decent Firebird protection and a heavy hull, Vulcan can practically fire forever. In DMs, Vulcan will work a treat! In TDMs, enemy Isidas will counter you Vulcan. Pair it up Titan/Mammoth and and provide midfield support in CTF and CP matches.

 

Ratings:

 

DM - 9/10

TDM - 8/10

CTF - 7/10

CP - 8/10

 

Special Notes:

Shoot anyone jumping from ledges and props, as the impact force of your Vulcan will make 'em faceplant straight into the ground.

 

 

150px-Thunder_XT.png - Thunder 

 

Thunder is merely popular because of its splash damage. Splash damage is really important in DM battles. You can do somewhat splash damage with other turrets as well, including Firebird, Freeze, Railgun, Shaft and Hammer. But, out of all, Thunder is the best option. In TDMs, Thunder will tremble your enemies base. Make sure to mount it on a medium hull, as you need quick movement and agility. For CTF and CP, Thunder is a good option. It's splash damage ability can destroy several defenders in one shot, provided that your midfielders have already taken a great deal of health away.

 

Ratings:

DM - 10/10

TDM - 9/10

CTF - 8/10

CP - 8/10

 

Special Notes:

Not much to note here.

 

 

150px-Railgun_XT_M3.png - Railgun

Arguably the most popular turret ever. It isn't used in DM battles that much and especially in short-medium ranged maps like Silence, due to its long reloading. In TDMs however, a Railgun can make a effective midfielder. If you play on that position, take Hornet/Hunter/Viking and provide cover for attackers from your base. Railgun will work more efficiently in the Blue base, since it is higher. For CP, nah, there are much better options than Railgun.

 

Ratings:

 

DM - 4/10

TDM - 9/10

CTF - 8/10

CP - 2/10

 

Special Notes:

Not much to note here.

 

 

150px-Turret_shaft_m3_2.png - Shaft 

Shaft is not made for Silence. It will show poor results in all modes. There is no use to it if you aren't a hardcore Shaft user.

 

Ratings:

 

DM - 1/10

TDM - 2/10

CTF - 1/10

CP - 0/10

 

Special Notes:

Not much to note here.

 

Hulls:

 

 

150px-Wasp_XT.png - Wasp

 

Wasp will get destroyed upon spawn in a Silence DM. In TDMs, the best it can do is provide defensive support to defenders, midfielders and healers. In a CTF however, Wasp will work beautifully. If you have two or more Isida's in your team, ask one of them to come attack with you. Go with supplies on, with the Isida constantly healing you, steal the flag and make a quick, or a godspeed escape. In CPs, the scenario would pretty much be like TDMs. You could try to mount Isida on it and act as a medic.

 

Ratings:

 

DM - 0/10

TDM - 6/10

CTF - 9/10

CP - 4/10

 

Special Notes:

Effective use of Wasp in Silence would be either as an attacker in CTF, or as a medic in team battles.

 

 

150px-Hornet_XT_M3.png - Hornet

 

Hornet would not be a good option for a Silence battle, be it any mode. In DMs, it would get wrecked. In TDMs, all it can do is act as a medic. Hornet has decent values for speed, but the throwback is, it skids. Silence is relatively short ranged. You need to have a precise turn if you aren't to get slammed into a wall. With Hornet, while in the effects of a Speed Boost, that is quite impossible. For CP, it wouldn't work out. Try to use Isida with Hornet if you like healing people.

 

Ratings:

 

DM - 0/10

TDM - 7/10

CTF - 5/10

CP - 4/10

 

Special Notes:

Take care of small slits. Never, ever, drive a Hornet into one of those crunched spaces, especially if you are using a Speed Boost. You can easily get 'stuck' into one of those areas.

 

 

110px-Hull_hunter_m3.png - Hunter

 

Hunter is a somewhat 'mild' option for a Silence DM. It would or wouldn't work out depending on your position. In a TDM, Hunter can do wonders. Mount a rapid-firing turret on it and provide attacking/mid fielding support. It can also work out in CTF, especially if you are an Isida user. In CP however, Hunter isn't the best option. You need massive health points to really intimidate your opponents.

 

Ratings:

 

DM - 5/10

TDM - 9/10

CTF - 7/10

CP - 3/10

 

Special Notes:

Not much to note here.

 

 

150px-Viking_XT.png - Viking

 

Viking will do wonders in a Silence battle. It can wreck everyone, even Titans and Mammoths in DM and TDM battles, of course, when in the right hands and with a good M4 turret, such as Smoky, Hammer or Twins. In CTF, it can provide the best support to any position, especially to attackers. In CP however, it falls behind. As I said, you need good amount of health points and constant damage output to win a Silence CP.

 

Ratings:

 

DM - 9/10

TDM - 9/10

CTF - 10/10

CP - 6/10

 

Special Notes:

Not much to note here.

 

 

120px-Hull_dictator_m3.png - Dictator

 

Yep. Bugs. DMs will surely get tough for a Dictator user. Its height is sometimes annoying, because opponents (at the same level as you, or above) can hit you even if you are behind a wall. In TDMs, it would make quite a good defender. Use Hammer with it, if you have it. Sometimes, when shot at the right angle, Hammer mounted on top of Dictator can flip Wasps and even Hunters to their sides! in CTF and CP mode, try to maximize damage output by mounting either Smoky or Vulcan on this hull. Oh! When a Gold drops, don't forget to turn the incredible built-in hacks this hull has.

 

Ratings:

 

DM - 4/10

TDM - 8/10

CTF - 8/10
CP - 6/10

 

Special Notes:

Gold boxes are easier to catch with this hull because of its height. To give you a comparison, three Vikings equal one Dictators height.

 

 

120px-Hull_titan_m3.png - Titan

 

Titan is, in my opinion, the best hull for offense and defense in Silence. It can also push on very effectively. With an Isida close behind, Titan is rather impossible to defeat. In DMs, choose your camping spot. This can be any area in the map - the area beneath the big ramp which leads up to the Blue base is a great spot if you are using Smoky, Vulcan or Thunder. Same with TDMs. In CTF and CP battles, defend. Just defend. 

 

Ratings:

 

DM - 10/10

TDM - 9/10

CTF - 9/10

CP - 10/10

 

Special Notes:

Hide. Hit. Repeat.

 

 

150px-Mammoth_XT.png - Mammoth

 

Uhh, yeah. The Garage description of this hull is pretty accurate: Even your grandmother can beat this massive beast in a race. Mammoth is exceptionally slow, but has a staggering 450 health points when M4'd. Mammoth users should be as snug as a bug in a rug. Sit on flags and control points, devastate your fries and keep punching holes into enemy tankers.

 

Ratings:

 

DM - 9/10

TDM - 9/10

CTF - 10/10

CP - 9/10

 

Special Notes:

You should probably finish up your fries before the battle actually starts, cuz yeah...

 

Paints:

 

As of the previous major update, paints hold no protections at all. They are more like status symbols. That leaves us with camouflage. Well, camouflage has been ruined. A single tap at the "V" key or the "R" key will show the attackers all of your positions - he can then pass this information onto the defenders. If you do really want to stand out in battles, and especially in Silence, here are three paints that look terrific!

 

Hellowin_2014.png- Night

Price: 35 000

Night will make you tank look really impressive and hot in Night mode especially if you have XTs. The dim lighting of the map, plus this paints texture will cause your enemies to go jealous!

 

Coloring_harlequin.png- Harlequin

Price: 40 000

Harlequin is an amazing paint. It really stands out and make XT combos seem even more beautiful.

 

Coloring_kaleidoscope.png- Kaleidoscope

Price: 130 000

If we make a list of ten best paints, Kaleidoscope would definitely be somewhere in that list. It looks simply dazzling. Enable some graphics and then see how intricate your tank looks.

 

Modules:

 

Module0.pngModule_spectrum.pngModule3.png

Module1.pngModule2.png

 

Since Silence is a short-medium ranged map, short-medium ranged modules are a must. Some of the best modules for use in Silence are:

 

Single Modules:

Fox, Wolf and Dolphin.

 

Double Modules:

Ocelot, Panther, Panda and Orka.

 

Triple Modules:

Basically all Triple Modules serve great protections: Badger, Lion, Shark, Grizzly, Ursa, Griffon and Kodiak. 

 

Effective Combos:

 

Since paints don't really matter, it is just about choosing the right turret, the right hull and the appropriate module. Here are three of the most outperforming combinations for Silence.

 

3. 115px-Turret_isida_m3.png115px-Hull_vicing_m3.png24px-Twins_mod.png 24px-Ricochet_mod.png 24px-Hammer_mod.png Lion T-D

 

As a Medic, you will always have to be agile and swift throughout the map. This means, that you will also land up in the enemy base at times, which is why you need protections for possible defender turrets, such as Hammer, Ricochet and Twins. Viking has good health points as well as a nice top speed to get you everywhere in a small amount of time.

 

2. Vulcan3.png+120px-Hull_titan_m3.png24px-Firebird_mod.png 24px-Twins_mod.png 24px-Freeze_mod.png Badger T-F

 

This combination is pretty much for people who are hardcore defenders. All you need to do is sit on the flag, have an Isida beside and constantly fire at the enemy base or at someone who crosses your path. Protection for Firebird and Freeze is necessary to counter the burning effect and to stop an enemy Freeze from stealing the flag easily respectively.

 

1. 150px-Turret_ricochet_m3.png+110px-Hull_hunter_m3.png24px-Smoky_mod.png 24px-Thunder_mod.png 24px-Vulcan_mod.png Shark T-E

 

This is a great combo for Silence. First of all, Silence has many turns and Ricochet can easily hit anyone behind a wall because of its projectiles' ability to bounce back. Secondly, Hunter is a bit tall, and call help you in hitting the Blue base from the lower level. In addition, Dictator is very tall and compensates by its low speed.

 

Capturing Points:

 

There are three control points in Silence: Point A is located in the Blue base, point B is right next to the big ramp (which leads to the Blue base) and point C is located on the opposite side just on top of the ramp. Generally, the Blue team has an advantage over here, because it spawns more close to the points than the Reds do.

 

Capturing Point A:

Blues:

This is probably the easiest point for you to capture. Once you spawn, go straight for it. Have a Vulcan-Titan or a Ricochet-Titan guarding it at all times

 

Reds:

This point is going to be somewhat ridiculously hard for you guys to capture. Even if you capture this point, it's going to be very hard to control it. The Blues will immediately capture this when they spawn.

 

Capturing Point B:

Blues:

Once you have captured point A, half of the team jump down to point B. Have a Smoky-Titan or any other powerful turret guarding this point by standing either behind the wall or inside the tunnel. An Isida constantly healing the defender at this point is necessary, since the Red team will try its best to capture it.

 

Reds:

Once you spawn, half of the team go for this point. Take Vikings with any hard-hitting turret, and kill anyone who jumps from the top. One or two Isida's healing you people will make it more easy.

 

Capturing Point C:

Blues:

Once you have captured points A and B, head for point C. Point C is again, definitely in the favor of the Blue team. Two Vulcan-Titans with an Isida will make impossible for the Reds to catch.

 

Reds:

Point C is going to be hard for you. You need to take Ricochet's and try to kill anyone sitting on that point by using Ricochet's ability of bouncy projectiles. Once you have killed all, have a heavy hull sit on it.

 

Gold Boxes:

 

Now comes the best part - Gold hunting! Here are the Gold box drop zones in Silence:

 

gWnm2IY.jpg

 

The amount of drop zones in the Blue base are absurdly higher than in the Middle and the Red base combined! There are fourteen drop zones in the Blue base (or close to it, from where you can jump from the Blue base to get the Box), three zones in the Middle, and only five zones in the Red base - which means, the chance of a Gold dropping in the Blue base is higher and, even the drop zones of this map are in favor of the Blue team. Remember, you should always self-destruct after the siren sound even if you have just spawned. People usually try to get a kill or two while self-destructing to keep score maintained.

 

Zones 1, 2, 3:

Stand on the ramp until it drops. If someone pushes you, drive forward and then back. Once the Gold drops, drive into it.

 

Zone 4

Stand on the platform where #5 drops. Once the Gold drops, jump down.

 

Zone 5

Stand on the ramp, block the way until it drops. When it is closer to the ground, go for it.b

 

Zone 6

This drop zone is located under the ramp on which #7 zone is located. All you need to do is sit on the drop zone, push all others away and hope you don't die.

 

Zone 7

Stand on the ramp as long as possible. When the Gold drops, drive forward, get onto someone and take.

 

Zones 8, 9:

Go and stand between drop zones 18 and 19. When the Gold box starts to drop, jump down and land on someone. Hold on and don't die.

 

Zone 10:

It's the tunnel. First of all you could just say "It's in the Blue base!!1!" and pretty much everyone will be trolled. Once it spawn up, take it.

 

Zones 11, 12, 13:

Go into the Blue base and jump down once it reaches halfway through its fall.

 

Zone 14:

Stand on the ramp and jump onto someone once it starts to drop. Or, get onto the crates and go on someone.

 

Zone 15:

Whoever reaches here first wins. Sit on this position if you are a medium or a heavy hull. If you a light hull, wait for it to drop and then rock onto someone.

 

Zone 16:

Stand on either one of the ramp and jump onto someone once it drops.

 

Zones 17, 18:

Go into the blue base, carefully drive parallel to the wall and jump down when either one of them drops.

 

Zone 19:

Go and sit on the zone. You will get stuck in the middle but eventually, the Gold will fall directly onto you. If you are using Wasp, go onto someone and then drive to the zone.

 

Zone 20:

Stand on the ramp where you previously stood for #7. Once it drops, go.

 

Zone 21:

This zone is probably made for the Wasps or the Dictators. Dictators go straight into it, while Wasps try to jump onto someone.

 

Zone 22:

Go onto the black-roofed house. Once it drops, jump down.

 

Zone 23:

OMP onto the brown pipe. It can be done with Dictator too. Once the Gold starts dropping, jump onto someone below.

 

Zone 24:

OMP onto the pipe, hold on, and drive into the Gold once it drops.

 

That's it tankers! Go play in Silence, follow the above steps and dominate. Help your friends, mine the flags, equip some hot combos, get that right paint, the appropriate module and don't forget, it's time to excel now.

 

This is Pdox, out.

Upx7E8b.png

Edited by Hexed
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Good article. It's good to see an ilustrated paragraph with strategic mines positioning.

A map with the location of the CP would useful, especially if people are not familiar with this map.

I think the part on the turret and hull is not relevant (or too long). Would be ok for low experience level.

The part on the effective combo is much more relevant and interesting, however  underdeveloped.

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I think Shaft is a bit underrated in DM, TDM, and CTF. In CTF Shaft can completely block off a whole entrance and direct the flow of traffic elsewhere.. I think it deserved an 8/10.. and in DM, a Shafter can just mine the tunnel and snipe under where gold drop zone #24 is. In TDM, it's probably one of the best turrets to use without dying (only being beaten by Isida). Shaft in CP.. well it's common sense to not use it in CP.

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I think Shaft is a bit underrated in DM, TDM, and CTF. In CTF Shaft can completely block off a whole entrance and direct the flow of traffic elsewhere.. I think it deserved an 8/10.. and in DM, a Shafter can just mine the tunnel and snipe under where gold drop zone #24 is. In TDM, it's probably one of the best turrets to use without dying (only being beaten by Isida). Shaft in CP.. well it's common sense to not use it in CP.

I used Shaft at the sniping positions and it lowered my K/D by 0.2 :\

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Shaft is not made for Silence. It will show poor results in all modes. There is no use to it if you aren't a hardcore Shaft user.

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I used Shaft at the sniping positions and it lowered my K/D by 0.2 :\

I assume you got surprised by Railguns, Thunders, and Smokies. :P

 

Here, I'll provide you a picture of where I think the best sniping spots for Shaft is:

Ce5BtDJ.jpg

I think blue gives a better advantage than red due to its elevation being higher. All the spots in blue allow you to see into the red base.. but the further two spots work best (imo) because you're farther away and are less likely to receive damage from Thunders, Smokies, Rails, and even Ricos (Shafter's worst nightmare). The spots on red allow you see into the blue base too, but barely. The one spot to the right of the red flag allows you to see the ramp and the tanks coming up it. Provided you have appropriate refelxes, you can snipe a few blues coming up/down the ramp.

Edited by NewbieCake

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I followed you and played 10-20 Silence modes in RU2, and trust me, all I could see were either Smoky, Thunder, Railguns and Isidas with a bit of Freezes and Ricochets here and there. No Shafts... I guess no one likes Shaft anymore or it cant be used effectively in Silence.

Edited by Hexed

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^ But again, I have to say this: Shaft is deadly when in the right hands, but a complete troll when in the hands of a newbie.

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Pretty nice work! Compared to my own article on silence, its quite the same. Except you have way more pictures which make the article most interesting. Good job!

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