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Dominating Series: CP (Control Point) Battles


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Table of Contents: 

  • 1.1 The preamble
  • 1.2 CP battles
  • 1.2.1 Team Work
  • 1.2.2 Choice of Equipment
  • 1.2.2.1 Turrets
  • 1.2.2.2 Hulls 
  • 1.2.3 Drugging
  • 1.2.4 Conclusion

1.1 The Preamble

This article aims at providing a thorough and deeper understanding to conquer CP battles. 

1.2 CP Battles

1.2.1 Team Work 

CP battles are team battles so a sound team equipped with the best combination suited to the battle and experienced enough to man it are necessary. Taken a sound team, teamwork has to be employed too.

1.2.2 Choosing the equipment 

The right combination can decide the outcome of any battle in half. A simple yet effective way is through logic and below this text you can find the ratings I put for every equipment for quality reasons.


1.2.2.1 Turrets

Smoky

In small maps like Island, there are very less chances for this turret to gain a point as it's designed to battle it out in Medium and
Long-ranged battles. A turret with almost unlimited range, rate of fire and critical hits, Smoky's entirely different in style here. It can almost outscore any turret only it is depended by its user. It's ability to fire long-ranged shots with a fast reloading capability dearly provides to raking points. So, Smoky stands here out as well. 


Total ratings for Smoky: 0/1 + 1/1 + 1/1= 2/3 

 

FireBird

 

The damage rate of a Firebird can destroy an army of nearly 5 in 10 seconds! (Talk of wonders, yeh!) It's one the most feared turrets in CP battles. With it's burning effect, it could nearly disintegrate a mammoth in a few seconds. The only it faces are in terms of its range. Firebird being short-ranged is prone to being attacked by long-ranged turrets that pose a great many threats like Thunder. In medium maps, in can stand a chance by covering itself with walls, buildings, and other props. Unfortunately, in large maps like Polygon a lethal enemy like Thunder with its splash damage could ruin a Firebird's chance of winning.

 

Total ratings for Firebird: 1/1 + 1/1 + 0/1=2/3

 

Twins

 

Twins could buy a chance of a win with its ability to ward-off shots from enemy turrets like Railgun, Thunder and Smoky that could damage the tanker severely. If not for its unlimited reloading capacity, twins wouldn't be able to kill its enemy after parry a blow. In smaller maps, this turret is deadly dangerous and poses a great threat to it's enemies. On the other hand, the turret cannot stand at all well on large maps where enemy Thunder and Smoky's fire from far away.

 

Status for twins: 1/1 + 0/1 + 0/1= 1/3 

 

Freeze

 

Freeze is another of the most dangerous turrets in CP battles. Their freezing effect slowing down the victim while damaging him is another way of saying ' I'll kick and punch while making you bleed!'. Small maps are the strongest territories of freezes and can pose a great threat to it's enemies there. But in Medium Maps like SandBox where there is enough space to aim at them are one of the unluckiest types of the freeze yet they can protect themselves by covering but this becomes a lot worse when in large maps like Polygon.

 

Status for Freeze: 1/1 + 1/1+ 0/1= 2/3

 

Shaft

 

With enough strength to knock out it's enemies' aim, the shaft user is one you mustn't oppose in medium and larger maps. In small maps, Shafts are prone to Firebirds, Freezes and Isida that damage the tanker dearly in scope mode. Not mention it's laser while, in scope mode, the average shaft user has no chance of victory unless he is opposing a weak team. 

 

Status for Shaft: 0/1 + 1/1+ 1/1= 2/3

 

Ricochet

 

Like in all other types, this turret is one that cannot loose. You won't see it loose often unless for its user skill.  Ricochet's ball of fire can bounce on any material that solid enough like even on the ground. In small maps, the turret can do a great deal of damages to it'f s ball that reflectoffothe walls. In medium and large maps, the turret is fine too. But maps like SandBox offers another great many chances for this turret, it could take cover behind walls and other props while shooting at the edges of other buildings to hit its target. As a matter of fact, it can even strike enemy hulls at cover. Talk about a worthy weapon!

 

Status for Ricochet: 1/1 + 1/1 + 1/1=  3/3 (Wow! Even I cannot believe it)

 

Thunder 

 

Thunder is another deadly weapon with a deadly curse, it's Splash damage. Yeah, when near to one opponent if a Thunder fires a shot, due to it's splash damage, it too get's a bit of the  damage so in small maps thunders are quite weak. On the other side, in small and medium maps like SandBox and Polygon respectively, Thunders can dominate the arena.

 

Status for Thunder: 0/1 + 1/1 + 1/1= 2/3

 

Hammer

 

Hammer is yet another turret that can damage its adversaries in great. Also due to its impact force, the enemy has the least chance of firing at this turret. In small maps, Hammer is one of the deadliest turrets there is know till now! In medium and large maps, it does well too and can take cover to load. Unfortunately, it's only disadvantage is its reloading speed. 

 

Status for Hammer: 1/1+ 1/1 + 1/1= 3/3

 

Railgun 

 

The only drawback of this gun is it's reloading speed like Hammer too. In maps like Island, it stands very least chance of having victory. On the other hand, in maps like SandBox and Polygon using props to hide and reload and firing is like it's 'deja vu'. 

 

Status for Railgun: 0/1 + 1/1 + 1/1= 2/3

 

As we have come to the end of the turret session here are the ratings of each turret: 

  • Smoky: 2/3
  • Firebird: 2/3
  • Twins: 1/3
  • Freeze: 2/3
  • Shaft:  2/3
  • Ricochet: 3/3  
  • Thunder:  2/3
  • Hammer: 3/3
  • Railgun: 2/3 

1.2.2.2 Hulls

 

Wasp

 

Wasp's speed has a larger benefit of escaping from Freezes and other short-range turrets in big maps. Wasp plays fine too in maps like SandBox but performs very low in maps like Island where a hull with an  average speed and sufficient amount of health like Viking's or  Hornet is required. The hull could perform admirably well if not for its low health. With a health like Hornet, wasps would have flooded mostly all the battlefields. Unfortunately, for it's low health and less stability, it is not suitable in CP battles except for larger ones like Polygon. 

 

Ratings for Wasp: 0/1 + 0/1 + 1/1= 1/3

 

Hornet

 

Hornet's balance of it's health with speed makes it one of the useful turrets in the game and especially in CP battles. In small maps, the average hornet has the chance of victory especially if it's equipped with short-ranged turrets like Freeze, Firebird, Isida or Hammer. In medium and larger maps, it does well to but face the danger of attacks from turrets like Hammer and Railgun that could damage the hull in great.

 

Ratings for Hornet: 1/1 + 1/1 + 1/1= 3/3

 

Viking

 

Viking is the second most versatile hull after Hornet. In a small battle, the Viking with it's sufficient speed and moderate health when mounted on with any close-ranged turret like Hammer, Freeze, Isida or Firebird is one you'd never forget. Although, in medium and large maps, it suffers attacks from far away Viking is a terrific hull to hold while attacking, defending or remaining in cover. 

 

Ratings for Viking: 1/1 + 1/1 + 1/1= 3/3

 

Dictator

 

Dictator is one of the most feared hulls in CP battles. Mostly any weapon mounted on a dictator is deadly dangerous to it's enemies.  In small maps a dictator mounted on with Hammer is perhaps the strongest combination till known. In medium maps, the trend changes to somewhat of a Dictator with a Thunder or a Firebird that could pose a great threat to it's foes. In large maps, a dictator with Smoky or Thunder could dominate the entire arena. 

 

Ratings for Dictator: 1/1 + 1/1 + 1/1= 3/3

 

Titan 

 

Titan is considered a suitable alternative to Mammoth in terms of it's speed and health. In battlefields like Island, the Titan dominated on with Hammer, Freeze, Firebird is dangerous to pick on. However in larger and medium maps, the Titan is prone to attacks from long-ranged turrets like Railgun, Thunder, Smoky et cetera (Etc.).

 

Ratings for Titan: 1/1 + 0/1 + 0/1= 1/3

 

 

Mammoth

 

The mammoth a killing machine that is the best hull to choose while defending. Unlike it's counterpart, Titan, Mammoth has less speed. In medium and larger maps, it can be pricked on by long-ranged turrets aiming from the various corners of the map.

 

Ratings for Mammoth: 1/1 + 0/1 + 0/1= 1/3 ( I should not have given it a point as it's slower than all other hulls but out of pity. Now, you have the reason why.) 

 

We have come to the end of the Hull section. Here are the ratings for each Hull: 

 

  • Wasp: 1/3
  • Hornet: 3/3
  • Viking: 3/3
  • Dictator: 3/3
  • Titan: 1/3
  • Mammoth: 1/3

 

1.2.3 Drugging

Using drugs are useful in battle. A battle without drugs wouldn't be fun and competitive. On the other hand, a battle with drugs isn't always fun. 

 

How to drug? You must use Double Power to rake kills in a battle where your team is having the majority and Double Armour if your opposing team has the majority over yours then using the drop-boxes to complete your drugging mode. 

How to obtain the maximum crystal from drugging? It's quite simple. All you need to do is drug in good battles. Investing in good battles are productive.

How to find a good battle? If the ranks and equipment are equally matched in both teams is another way of describing a battle as good. The battle will be even more competitive so the fund increases rapidly. 

An untimed or long-timed battle under these circumstances contributed incredibly to increasing the fund.

 

 

1.2.4 Conclusion

 

To conquer a CP battle, one must:

  • Have an experienced and well equipped team. 
  • Must have Team Work among one's teammates.
  • Correctly choose his/her equipment.
  • Drug, if necessary. 

-  :D bl1209

  • Like 2

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I find it funny that Wasp gets a 1/3 and Hornet gets a perfect score (and I don't understand your rating system) Hornet isn't the most versatile hull. Light hulls are for capping flags and teasing the enemy not capturing points. Medium hulls can go practically anything . Speaking of them, where did Hunter go?

Edited by pizzaslad

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I find it funny that Wasp gets a 1/3 and Hornet gets a perfect score (and I don't understand your rating system) Hornet isn't the most versatile hull. Light hulls are for capping flags and teasing the enemy not capturing points. Medium hulls can go practically anything . Speaking of them, where did Hunter go?

I'll add Hunter, sorry.. The grading system was based on its performance in three types of maps. 

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It's a good article. However, I don't see how railgun got a 2. In CP's, the turret either has to cause a lot of damage in a short span of time (like thunder) or cause consistent damage to help while capturing points (like firebird). Railgun does neither. It may get a good D/L, but it doesn't contribute much to the team.

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It performs poorly in small maps. :)

You didn't read the rest of the post. I don't think it performs well in CP's due to reasons I've mentioned in my earlier post.

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It's a good article. However, I don't see how railgun got a 2. In CP's, the turret either has to cause a lot of damage in a short span of time (like thunder) or cause consistent damage to help while capturing points (like firebird). Railgun does neither. It may get a good D/L, but it doesn't contribute much to the team.

A turret or hull is graded on how they perform in the three types of battles: Small maps (Like Island), Medium Maps (Sandbox, Polygon etc) and Large maps (Kungur & Dusseldorf etc..).

 

Although Railgun performs poorly in small maps, it doesn't get the point but in medium and large maps, it plays fine enough to gain a point, meaning it can be terrific in that kind of battlefield only if it's user is. :)

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Disagree with certain ratings, I think rating them out of three to give an overall rating based on three different cases is flawed anyway.

 

I would just go for three separate rating for each item.

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Why do Railgun and Hammer get different ratings? You mentioned the only weakness for both of them is the same: Reload time. So where's the difference? Also, I think that Firebird does better on Polygon than you think, as there is only one point, and enemies will be more concentrated at the point than in Cross, which has 3 points and is smaller.

Other than that (plus Hunter missing) great article! :D 

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What about No-Supply battle CP (Especially Polygon CP)  tips?

 

You cannot use drugs to your advantage and enemies spawn randomly. (It's a headache when 2-3 enemies spawn next to you and you can't use DA to protect yourself or use Nitro to flee) If you include hulls & turrets, how about choosing paints? 

 

IMHO, I suggest scores for a particular weapon to be based on map. Different maps,different overall scores.

 

(P.S. Where's Vulcan in all of these? :( :unsure: :ph34r: )

Edited by CrimsonSaviour

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