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[Issue 31] Effective Mining Positions: Silence


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Greetings, readers, and welcome back to my Effective Mining Positions series - this month, I'm going to be looking at Silence, arguably one of, if not the most popular map in the game. As with my previous article which signified the start of this series, all the positions will be illustrated via gifs, hidden under spoilers, and as pointed out last time, in some cases, mines can be plotted effectively in places around that area as opposed to that specific spot.


Red Side:


Mining Position #1:


 


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The first two positions here are primarily used by your own team, particularly the second one, and so you may find that those two aren't that useful - they'll be left there for no reason as well. However, there are situations where the opposition could notice their flag coming down the sinistral pathway or it coming out of the tunnel, and so they may use such pathways to get to your teammate quickly. This makes the first position a menace, although even then, the second position still may not be used as such. In any case, they're good for use when your teammates escape using the left side of the map - otherwise, they're really not all that great. The third position has more scope for utility however; too many times have I seen a combo jump off that tile specifically for the purpose of progressing to the flag via the middle entrance. Depending on where you put it, you can flip any opponent that chooses to jump off that way, giving your team the advantage of having one more player doing something, which can prove vital.


 


Mining Position #2:


 


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Both of these two positions are incredibly useful for defending - having just one of them securely mined up will limit the options of your opponents. The one mine will suffice for the second position - no hull will be able to get past that; the same cannot be said for the first position, however; a second mine should do the job, however, and it will prove worth it, given that it's fair to say these are the most common ways the blue team uses to attack. If the enemies were to enter the base from the right side of the map, both these positions will still prove useful - useless the enemies choose to escape the way they came, which in actual fact, is rather inconvenient in regards to movement, having the pathways blocked up will make it pretty difficult for enemies to escape. Overall, these positions are ones that utilise mines to their full potential.


 


Mining Position #3:


 


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The complex tunnels are one of the recent additions to the Silence map, and I feel it's right to say they're not the most common ways of ascending to other bases - on the other hand, it would be wrong to say they're the most uncommon ways of ascension. Depending on the quality of your opposition, it may be wiser to position the mines at a place inside the tunnel, as opposed to the entrance/exits, so damage is dealt earlier rather than later. Bear in mind that due to the way it's zoomed when in a tunnel, it will be somewhat easier for an enemy to spot a mine and will either navigate past it, if able to, which means two mines are better than one here, or go around another way. I'd say they're good for taking out enemies who want to get in/out without making it too abundant.


 


Mining Position #4:


 


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The first position is a somewhat common entrance. This position is useful for getting the long range turret players that will want to station themselves there - particularly Railguns and Thunders will stay there and fire at the defenders with a big building to cover them. Bear in mind they tend to use First Aids, so perhaps a second mine in an attempt to negate the use of it may be useful. As aforementioned, it's a common entrance, and so it's useful at whittling down attackers. If you don't see anyone coming that way, don't bother since it's incredibly unlikely enemies will be escaping that way.


 


Mining Position #5:


 


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These positions can prove useful for taking out escaping enemies, although a good three mines will be required to have them securely filled - therefore, depending on how much work you're prepared to do and the time you're willing to spend placing mines, it may or may not be worth it. In addition to this, it will be useless for enemies that enter the base since they'll jump right over it - only heavy hulls will be a victim to it, although that might not do much. It's possible you might not successfully live for those mines to do damage, since defenders and midfielders (for the first and second position respectively) like to deal with attackers there. You'll need some bulk and some skill to get those mines placed, only for it to work on one side of the spectrum - on that note, you're going to be better off going somewhere else, unless your defense is terrible.


 


Mining Position #6:


 


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This position is effective at preventing short-range turrets from doing damage - unfortunately, that's pretty much it. If you're not in the battle purely to attack from that position, you're wasting your time. You yourself should be dealing with the long range turrets that try to get you.


Blue Side:


Mining Position #1:


 


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If an enemy enters via the right side of the map, if you've got a mine on each ramp, the right side of the map can end up not even being an option, but that's dependent on if you have a camper guarding the other small pathway. Needless to say, these positions are nothing short of effective. The right ramp is the most commonly used, given that it's nearly in line with the flag itself, and so you'll net more points from it, although all of them are used. Depending on where you put, hulls can potentially flip over - make sure you have an abundance of mines though, for although the mines you place will be perfect blockades, they will be stepped very often - just make sure you have a mine set to keep up with it, and it'll be smooth sailing when it comes to defending.


Mining Position #2:


 


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The first position is an entrance that's commonly disregarded, bar the Shaft/Railgun that takes out all in its path there. Not a great escape route, but if left unmanned, it can be a dangerous entrance. Some hulls can use the break in the walls to their advantage, although it's fair to say they're generally not going to have enough time for that. Therefore, one mine should do wonders. The second entrance is probably the most quickest and most effective method of escaping for the red team, and so although it's possible they may still survive, it's likely they'll flip, which gives your team some time to retrieve the flag - just hope there's not a red team member down there when it happens.


 


Mining Position #3:


 


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The first position is the only other entrance the opposing side has to get to your flag when entering from the right side of the map. As aforementioned, it's often disregarded and many enemies utilise this entrance to get to the flag. It's narrow, so nothing can be done, plus it's easy to get to. My review of the second position is practically identical to the red side tunnels, and you'll find them Mining Position #3 of the red side.


Mining Position #4:


 


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The first position can be effective for lowering the bulkier hull's HP down to something bearable - this also works both ways; entering and escaping enemies can potentially be done for with this mine, although you'll find it more useful for those that enter. Two mines make for a great blockade, but one can work depending on where you place it. The second position practically the same sort of thing, although it's possible enemies can dodge it when escaping - there's more of a need for more than one mine for this position, although they both have the same width.


Mining Position #5:


 


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When having this position along with the following position:


 


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This is a perfect tandem - reason being is that those who enter through those two barrels will more likely than not ascend to your flag through the left ramp, hence why, even those that survive the first mine will fall to the second mine, no problem. That's not to say this position cannot be used on its own - although when enemies escape, they may jump over the barrels as opposed to squeezing between them where your trap is set - in addition to this, given that there are now many other entrances for the enemies to use, sometimes this one is overlooked. It's best for intense games with more or less equal sides.



What positions do you use when mining, if any? If so, are any of those not listed here? Feel free to comment below!


 


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Edited by Hexed
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next show of noise please

Yes can you do noise next? It has become one of the most popular maps in the game. Silence is going down unfortunately -_-

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next issue must have 'SUPERHOV'. Its one of the most popular maps for low rankers and they need a lot of guiding

Yes, the idiots who think that camping with shaft in the open is a good idea :angry:  :angry: , red team, especially with hornets and wasps, on shot kill food for all shafts. ;)  ;)  They need protection.  :lol:  -_-  :tank:  :tank:

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Yes, the idiots who think that camping with shaft in the open is a good idea :angry:  :angry: , red team, especially with hornets and wasps, on shot kill food for all shafts. ;)  ;)  They need protection.  :lol:  -_-  :tank:  :tank:

Look, not being rude, but your a low rank yourself.Also, camping in the open isn't a bad idea, as long as you have camouflage 

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