Guide to playing in Fort Knox effectively see also: Guides for Maps About Fort Knox
Overview: Fort Knox was added to the game on December 18, 2009. This quite old map was made by GrUm, and went trough plenty of changes. Previously, there were two versions: "Fort Knox" and "Fort Knox II", but the same way as Silence, these maps were merged too. This map offers the player intense battle in an antique environment. Battle Modes: DM, TDM, CP, CTF Size: 7v7, 14 Players Tactics DM Fort Knox is a relatively small map, thus long range weapons are out of question. Use Firebird, Freeze or Isida with a medium hull and no one can hide from you. But do stay away from the middle: you can take heavy fire there. Medium range turrets, such as Thunder and Twins are best paired with heavy hulls. However, using Hammer, Striker, Smoky or Ricochet mobility comes into picture - medium hulls are recommended. TDM In Team Death Match, the situation is different. Your goal is to kill, without being killed. As of long range weapons, you can use Vulcan with a heavy hull to suppress from elevated areas, or Magnum to bombard the enemy base. Using Hammer or Thunder, you can get into the vicinity of your enemies by climbing up the collapsed wall. Twins and Ricochet can jump into the middle and deliver it's devastating firepower. Close range weapons are best coupled with a light hull in order to get close to your enemies as quickly as possible. Isida does the important job: keeps the teammates alive. CTF In this game mode, the weapon selection depends on your role. For defending the flag, a heavy hull is recommended with weapons that has great firepower: Twins and Ricochet. You can also use Freeze to prevent enemies from leaving the base with your flag. When it comes to attack, you can either take a light hull and approach the enemy flag from the very edge of the map, or use your medium hull and push through the middle. Always attack in groups, you can't do much alone. CP In CP, light hulls can't take advantage of their speed, since all four points are located in the middle. Even if you use close range weapon, a medium hull is more beneficial. Enter the battle trough the middle gate, stay in cover and strike. If you can control the elevated areas on both sides using medium range weapons, you can capture the points from there. Don't have to make yourself an easy target for enemies.
Supply control
In TDM and CTF, you should rather control the middle, since you can pick up a Double Armor and Repair Kit, leaving your enemy with a single Double Power drop.
Gold boxes
You can use the marked routes to get on top of other players, or big hulls to take the Gold by strength.
Utilizing Mines
Fort Knox is one of the best maps to put your Mine stock to use. In fact, Mines are proven invaluable in the defense.
Protection Modules Close range:Badger T: Ideal for CPShark T: This module will be your shield till you get close enoughSpider S: Fed up with mines? This might help!Ursa T and Wolf S are ideal for attackers, especially in CTFMid range:
Dolphin S: Use this protection if you feel suppressed by Vulcan or ThunderFox S: Protects from a close ranged weapon - ideal for defendersLion T: Operating a heavy hull, Thunder and Twins protection makes you a true one man army!Orka D: Another module effective in mid to long range