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[Issue 35] Effective Mining Positions: Serpuhov


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Greetings, readers, and this is a continuation of my series namely Effective Mining Positions. As always, all mining positions will be displayed via an animated picture, also known as a GIF, hidden in spoilers to prevent lag. This article will be examining Serpuhov - let's crack on!


 


Mining Position #1


 


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All these positions are actually quite common - therefore, although it's quite unlikely that you'll be able to get a mine up in all positions due to the placements of them in the map itself, depending on where you choose to reside, any one of these positions can be beneficial to you. It's a basic obstacle which whittles down enemies when coming to or escaping from your base. The first position is probably the most useless of all four of these but I wouldn't rule it out - if you see a tactical enemy make the jump in an attempt to make an inconspicuous escape, go for it. Generally, these positions will stop enemies in their tracks frequently due to their popularity.


 


Mining Position #2


 


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In the GIF, it's fair to say I got carried away, but the point stands. You should be going all out when covering that pathway; it's huge and the most common entrance in the map. It's preferable to have bulk if you plan on doing this, since this will leave you exposed to longer range turrets - the bulk will enable you to live a hit. If you have this entrance blocked up, your enemy's chances of winning are slashed. It's the quickest means of invading and escaping there, and in most cases, time is of the essence. This position is for the true miners and campers in the game, and this will certainly prove useful.


 


Mining Position #3


 


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The first position is certainly more useful than the second position, since it's a more commonly used entrance. It's more of an entry hazard than an escaping hazard, due to the cliffs that enable easy dodging, and the fact there are other routes of escapade that will do a better job at keeping you inconspicuous. When your base is suffering attack, it's without a doubt something to bear in mind. The second position is more for the Shaft users who don't want to be destroyed by a close ranged enemy, although you shouldn't rule out tactical entrances and escapades here, despite the fact that isn't common, even at the higher ranks. I wouldn't waste my time using the second position unless you're a Shaft user.


 


Mining Position #4


 


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This position is mostly useless except for in two situations: players tend to jump off this cliff when a gold box drops near here, so despite the fact they'll live due to Double Armour, forcing their First Aid can only be an advantage on your part. Unfortunately, there aren't enough gold positions here for you to count on such a thing, but if you're scouring for the gold down below, leave a mine in case anyone is close behind. The other situation is when a flag holder is jumping down to make himself inconspicuous. This is mostly done when a wrong turn has been made (escaping with the wrong route) or when the other routes of escapade aren't actually an option due to good defending. All in all, this position shouldn't be high in your list of priorities.


 


Mining Position #5


 


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These are more mining positions for those that like to reside around the same area, whether it be a Firebird/Freeze midfielder dealing with potential invaders (the first position) or Railgun/Shafts shooting from afar (the second position). They're your basic means of assistance when you've ran out of charge or you've taken your shot. They probably won't just be left there; you'll need to predict the path of the enemy and do it whilst he's chasing you.


 


Mining Position #6


 


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To finish off, these positions are relatively common and are potential routes to look out for. Again, you will not be able to use every position in this set at once; it's purely because they've got the same purpose that they're together. In essence, they're simply small but common roues - nothing that a sole mine cannot successfully block. If you're on the blue side, with careful planning, you can secure three of these positions since they're close together, and this prevents entrance to the base on one whole part of the map; it's certainly something to consider. The other two positions can't really be used in tandem due to the distance - use one of them; that'll be circumstantial to where you'll be residing in battle.


 



 


Where do you commonly mine when in Serpuhov? Feel free to comment below!


 


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Edited by Hexed
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who mines on a huge map like this .-.

rem write it on a meduim size map where mines are effective

+1 mines are ineffective there.  Also, why would you ever use mines in the first place??  If you use a mine, smart supplies means you can't use double armour, health, double power, or nitro for a significant length of time.

 

Hence this article is pointless, no offence, as mining itself is pointless.

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+1 mines are ineffective there.  Also, why would you ever use mines in the first place??  If you use a mine, smart supplies means you can't use double armour, health, double power, or nitro for a significant length of time.

 

Hence this article is pointless, no offence, as mining itself is pointless.

no offence to u but mining is NOT pointless in maps like wave u can mine in mid air and mine in important placees and gold box drop zones

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^both of the examples you gave are dependent on the situation you're in. You never know when you may need to mine in mid air,hence "effective mining positions" are always changing therefore an article cannot cover that.

To sum up, the two times you said when mines are needed are NOT in specified spots, they can happen anywhere.

Edited by Lankbouv
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Next time can you zoom out a bit when planting the mines? I have trouble recognizing a couple of the positons.

Edited by aryan180

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The best to place mines is closer to the enemy side of the map . giving them less space on the map to move freely while reinforcements can move up . for example in rio, around the blue flag , red team places mines around the entrance so no blue can move up to kill and return any flags 

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