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[Issue 32] Effective Mining Positions: Noise


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Greetings, readers! We've arrived at the third installment of my series, Effective Mining Positions, and in this issue, we're going to take a look at the map, Noise! I'll be honest with you, I questioned doing this map, given that, to me, at least in regard to placement of mines, it seems pretty straightforward. However, I saw a few times that the next map I should look at is Noise; therefore that's what I'm going to do. Given that the map is rather diminutive in size, especially in comparison to other maps, mines can easily be placed practically anywhere in light of the fact that it's easy to get around. Therefore, as opposed to splitting the positions into teams, I've pointed out positions which both sides can use effectively. The graphical images have been made substantially bigger which should ultimately illustrate the positions better.


Mining Position #1:


 


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These two positions can prove vital, particularly against bulky enemies, ones that aren't afraid to take some hits before reaching the flag or control point itself and tend to use these two entrances; having mines placed in these positions will take out a large chunk of their HP. Even if they end up using a First Aid after, it means they cannot use it when battling you, which will ultimately put you at an advantage. Generally, the former position is the more commonly used of the two, and in some cases, that's all you'll need, but if the enemies are looking to diversify their invasion entrances for the purpose of putting you on edge, then the latter position can prove useful. Due to the positions being rather wide, several enemies can come in simultaneously. More than one mine is required for this position to be effectively mined.


Mining Position #2:


 


 


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I've grouped all three of these positions together in light of the fact they're all pretty similar to each other. The latter two positions are normally places from which snipers shoot as soon as the enemies are exposed to them. The mines will protect you from closer range enemies looking to sneak up on you and get rid of you. Whilst they may not get rid of them, you'll have the advantage when battling them. The first position whittles down invaders. That entrance is pretty common, plus it's a somewhat ideal escape route, given the tunnel limits their exposure to enemy fire. Two mines are needed to be on the safe side, although you should certainly place your mine on the inner side first.


Mining Position #3:


 


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This position is a lot less useful than the previous ones, although if you're a particular type of player, it can work out for you. The previous position talks about how you can protect yourself from close-range enemies. If a close-range enemy were to navigate around your mine or take the damage from the mine and caught you with his Isida or your turret's in the state of recharging, this route can be used as a lure. As they're chasing you, reverse into the hut, place a mine and given that they'll be too focused on you, they will not notice that mine. If that mine isn't their end, your turret should be This situation is pretty specific and if you're not sniping in this specific position:


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It won't work at all; therefore its utility is circumstantial to how you choose to play in Noise. I decided to include it given this sniping position is rather common.


 


Mining Position #4:


 


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This position also doesn't have a lot of use, in the broader scheme of things. It shouldn't be overlooked, however, especially in Capture The Flag battles. Enemies see this little path as a shortcut to home; a quick way to get back into the middle and prepare for the jump down to their base. Depending on where you place it, you can flip enemies with this position. Therefore, even though they may survive the blow, it's possible they might not be able to get anywhere else. Fortunately, lighter hulls tend to use this method given that they're the most likely to land right-side-up in this case; in light of this, chances are, they won't survive. In addition to this, it's pretty narrow, nothing a single mine won't casually sort out. If you're in a CTF with a load of swift villains, this will definitely stop enemies in their tracks. Otherwise, its utility is refutable.


Mining Position #5:


 


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We've all seen it, that high-flier who drops into the blue base, flipped or right-side-up. It's a quick way of entrance, and it can be pretty sudden. Bear in mind that not only do people do this for the purpose of entering, they use it for successfully escaping, too! It's one of the quickest means of escape, and if they make it, the flag is pretty much theirs, unless they don't stick the landing or a good player lands a mid-air shot. The middle and right tiles are where they'll jump from, given that the left tile will send them out the map. Although I've only placed one mine on each tile, I'd really consider placing two, in light of the fact that not only light hulls use this method. Medium hulls which can survive mines use this method, too. Don't place them toward the edge either. otherwise, the dropped flag WILL land on the tiles below; that doesn't successfully avert the trouble.


Mining Position #6:


 


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The utility of these mines are questionable. Reason being is that although it deals with those trying to get in and out in a decent fashion, the snipers that I've mentioned before can also pretty much do the same sort of thing, given that's the part of the map that the snipers aim at. I'd say that it's dependent on if those snipers are present in the battle AND making their mark. If they're not, the mines could prove pretty useful. Do think about that circumstance before placing them there. 


Mining Position #7:


 


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This mine is particularly useful for a camper. Although not a common entrance, a long range enemy can sit right there at that angle, and target the campers responsible for keeping your flag where it should be. They normally have bulk, mind you, so if no one notices the enemy in the eventful matches, this could result in little to no difference. In some cases, it's a waste of time to place two mines there, although it will ascertain death. You'll need to know where your priorities lie before placing any mine in this position.


Mining Position #8:


 


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This position is useful for defenders, not fully-fledged campers. Reason being that's the area where Firebirds or any other long range turret will come to whittle away a camper's HP rendering them free to take the flag. They're generally lighter hulls so the one mine should do. Even if they were able to dodge it, they cannot get you from the other side of the tile. In sum, it's useful for defenders who want to assist their campers. A camper himself shouldn't bother with this given that their priorities lie elsewhere.


Mining Position #9:


 


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To finish up, we have your simple blockade very few enemies will see, which will take out a chunk of their HP, especially when they're using that route to escape. It's useful for campers who could use some inconspicuous assistance when dealing with invaders, and they can make the distance, given that they will very much still be in their base. 



 


What positions do you use? Which map would you like me to examine next? Feel free to comment below!


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Another good place to mine is right in the general vicinity of where the health box drops. When trying to capture a flag, many blue-team members will travel through that area. Nice work :) 

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I use "Mining Positions 2 and 6." I want to know the effective mining spots for Rio, Serpuhov, Madness, and Aleksandrovsk. :D  

Edited by Mahdi227

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I challenge you to write about madness next :D :P

Challenge accepted. I'd do it next issue, but Serpuhov and Polygon are in higher demand. I'll do Madness after I've done those two.

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Challenge accepted. I'd do it next issue, but Serpuhov and Polygon are in higher demand. I'll do Madness after I've done those two.

kk btw is the newspaper released every friday?

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Very good,

I would like Madness to be covered (that would be interesting)

Also a recap at the end of the most popular position (probaply just one) on popular maps the most popular spot for each map.

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