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[Issue 35] Dream Team: Garder


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Greetings, readers. Dream Team is back with a new map! This essentially involves me offering my viewpoint on the ideal combinations that I would like to see on my team when playing in this specific map. Let's crack on!


 


TDM


 


Combination #1


 


The first combination I'd like to see is Ricochet-Hunter. That's right, Shedinja, you called it - you can have your five bucks later. The reason for this is that the turret in particular can take advantage of the tunnels at the bottom of the map. A Ricochet with vision can quite easily fire plasma balls out of nowhere and take out unsuspecting enemies. All of this is garnished with the perfect mix of speed and acceleration, namely Hunter, which is always a good thing.


 


Combination #2


 


The second combination I'd like to see is Railgun-Hornet. The ideal plan would be for the combination to hide behind any one of the walls at the top of the map and pierce the HP out of opponents before they can even get near it. I've also chosen Hornet for quick maneuvering when using the good ol' peek-a-boo tactic. Wasp can also fulfill this role well, arguably even better, but Hornet is my hull of preference.


 


Combination #3


 


The third combination I'd like to see is Hammer-Viking. The plan would be for it to keep to the bottom of the map, which means it won't have to worry about shooting from range, since the tunnels result in the aforementioned area of the map being cramped, and needless to say, Hammer hits hard, and hits true - enemies will look to avoid this monster. Finally, I've equipped Viking so it can survive, yet move around at a decent pace.


 


Combination #4


 


The fourth combination I'd like to see is Smoky-Titan; despite having tons of HP, the plan isn't to get close and personal. Its aim is to deal with the turrets that have range, looking to deal damage from more elevated points of the map, and the high amount of bulk will enable to live hits. As a result, it should be able to fulfill this purpose.


 


Combination #5


 


The fifth combination I'd like to see is Thunder-Hunter. The plan wouldn't be to get too close to enemies, but to take advantage of the cramped quarters below and connect with multiple enemies, or to assist the Smoky-Titan established in Combination #4 and deal with enemies who are using turrets with range. Regardless of the situation, it appears as though this combination will have some sort of utility.


 


Combination #6


 


And lastly, for TDMs, the combination I would like to see is Firebird-Hunter. The aim is to connect-and-run, and this can take place since a little something known as afterburn will be left behind to finish the job. It's arguable that this can be done better with lighter hulls, but they lack the Health Points required to do this correctly; Hunter has speed and protection.


 


CTF


 


Combination #1


 


The first combination I'd like to see is Railgun-Hornet, who, in this case, can be a handy defender. The aim is for it to rid enemies of health points before they can even reach the base by shooting from range. Although it won't always be able to land 2 shots, a single shot alone will be enough for other teammates to deal with the remains of the invader.


 


Combination #2


 


The second combination I'd like to see is Vulcan-Viking, who will reside at the elevated points or at any of these points:


 


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Depending on where the enemies choose to attack, this combination will reside at the top or those specific points at the bottom, on the edge of the cramped quarters. The aim is to deal damage to enemies before they can even reach our base, and the combination will move around between sides to make certain that enemies do not think they're safe by entering via the other entrance. This is the reason Viking was chosen over Titan.


 


Combination #3


 


The third combination I'd like to see is a Thunder-Hunter; the aim would be to utilize the splash damage to either aim for enemies residing in the base, or down below in the cramped quarters. It's to have more of a midfield role, making it easier for attackers whilst also dealing with those trying to invade. It would reside at the top area of the map.


 


Combination #4


 


The fourth combination I'd like to see is a Freeze-Viking, who would reside at the bottom, immobilizing any enemies, putting their attempts at invasion to a staggering halt. It would hide in tunnels in order to initiate surprise attacks from behind, disabling enemies from even getting an attack on it and it would switch tunnel each time to prevent predictability.


 


Combination #5


 


The fifth combination I'd like to see is a Firebird-Wasp. It seems a bit ridiculous bearing in mind there's already a Freeze on the team, but in an ideal battle, which is what we're referring to here, these two shouldn't cross paths. Once the base has been cleared by other teammates, this combination rushes in, nabs the flag, and goes straight back out in the blink of an eye, using whichever appropriate escape route.


 


Combination #6


 


Finally, I'd see to see an Isida-Hornet, whose job is go around and heal everyone in the team, enabling them to continue doing their respective jobs for as long as necessary. Whether it's the Vulcan Titan, for unlimited hardcore firing at long ranges, or the Thunder-Hunter for consistent attempts at whittling down the defensive enemies, this Isida will prove vital in keeping this team going.


 


CP


 


Since this map has just the one control point, combinations are going to appear more than once, since the sole aim is to retain.


 


Combination #1 and 2


 


The first two combinations I'd like to see are Isida-Titans; they'll be part of the many heavy hulls that swarm in the base, regenerating the health points of our teammates enabling them to go on and retain the point for as long as possible. I've included two, since it might possibly be difficult for a sole Isida to heal five teammates. If one thing's for certain, two Isidas healing four teammates is much easier. Their presence will be felt.


 


Combination #3 and 4


 


The second two combination I'd like to see are Twins-Titans. The turret has has an unlimited firing rate, so when coupled with an Isida, it will make it very difficult for it to be subdued. They'll remain on the outskirts of the point.


 


Combination #5 and 6


 


The final two combinations I'd like to see are Vulcan-Mammoths. When a Firebird-protective paint and Isida are in tandem, the overheating problem isn't present, and this will provide the team with perpetual dominance throughout the battle.


 




 


What dream would you use when in Garder? Feel free to comment below!


 


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Edited by Hexed
  • Like 4

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Ricochet is a must, I feel, especially with all the Tunnels and such...although I was surprised that you didn't include an Isida in TDM mode...

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Ricochet is a must, I feel, especially with all the Tunnels and such...although I was surprised that you didn't include an Isida in TDM mode...

It could definitely prove key in this set-up (sticking by the Railgun-Hornet in particular to pierce enemies), but I think that with the bulk and positioning of the team, generally, it should do well without it.

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It could definitely prove key in this set-up (sticking by the Railgun-Hornet in particular to pierce enemies), but I think that with the bulk and positioning of the team, generally, it should do well without it.

Maybe so....I just think all team battles would do very well with an Isida, and as a back-up for the Firebird-Hunter using guerrilla strategy....

(Although, small maps might not matter as much because spawn points are closer together..)

Edited by deadtoyou

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(Although, small maps might not matter as much because spawn points are closer together..)

This is true - which combination would you make sit out for the Isida?

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This is true - which combination would you make sit out for the Isida?

In my experience, probably the Smoky/Titan, because IMO, having just 1 of them is enough....and Thunder's Splash damage can do very well in Garder, especially in the Tunnels and firing from behind cover at an attacker because the passageways are narrow enough.

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Hunter......why hunter....it's utterly pointless in a map as small as garder.  use viking-more life, more power, and you simply don't need the speed hunter has to offer in Garder.

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Is it possible to have similar article about Serpuhov CTF?

It is quite popular.

 

Maybe for a few strategic plans on the game like:

a ) let's press our opponent into the ground

b ) let's defend and do piercing attack

Edited by r_qw1212qw1

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CTF

 

 Combination #1

The first combination I would choose is Thunder + Dictator. This is purely to use splash damage to weaken enemies hiding behind the wall next to their flag, and invaders along the rim surrounding the map. I chose Dictator for the peek-a-boo tactic using the wall on front of the flag, and to take as many hits as possible from enemies looking to capture.

 

Combination #2

My next choice is Thunder + Viking. This decision was almost impossible to make because I couldn't decide between this or Ricochet + Hunter. However I finally made the choice and went with Thunder + Viking because I wanted a combination that can stay on the rim of the map while still being able to defend and drop onto the floor of the map and pick off attackers, and primarily to help combination #1.

 

Combination #3

My third combo is Hammer + Viking. This combo would stay on the floor of the map and play midfield to obliterate any tank that crosses its path, but specifically with the help of....

 

Combination #4

My fourth combo is Twins + Hunter. This combo will have the same job as Combination #3 as well as supporting it to make an unstoppable midfield role. These partners would hide in the tunnels and surprise enemies and hopefully use their impact force to flip lighter hulls.

 

Combination #5

My last two combinations will just like the others work as partners. my 5th combo is Smoky + Wasp. This along with combination #6 are the offense, I chose this because Wasp provides enough speed to get in and out in seconds. and i chose Smoky to pair with Wasp entirely for the critical shots to and to finish whatever little health the enemy already has.

 

Combination #6

My last Combination is: Railgun + Wasp. This combo is only to support combination #5. In my eyes there isn't a better dou than Smoky and Railgun, because one deals constant damage (aside form the Critical shots) while the other occasionally deals massive damage to put serious holes in the enemy, Wasp is to keep up with combination #5 and finish the job should it be destroyed

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CTF

 

 Combination #1

The first combination I would choose is Thunder + Dictator. This is purely to use splash damage to weaken enemies hiding behind the wall next to their flag, and invaders along the rim surrounding the map. I chose Dictator for the peek-a-boo tactic using the wall on front of the flag, and to take as many hits as possible from enemies looking to capture.

 

Combination #2

My next choice is Thunder + Viking. This decision was almost impossible to make because I couldn't decide between this or Ricochet + Hunter. However I finally made the choice and went with Thunder + Viking because I wanted a combination that can stay on the rim of the map while still being able to defend and drop onto the floor of the map and pick off attackers, and primarily to help combination #1.

 

Combination #3

My third combo is Hammer + Viking. This combo would stay on the floor of the map and play midfield to obliterate any tank that crosses its path, but specifically with the help of....

 

Combination #4

My fourth combo is Twins + Hunter. This combo will have the same job as Combination #3 as well as supporting it to make an unstoppable midfield role. These partners would hide in the tunnels and surprise enemies and hopefully use their impact force to flip lighter hulls.

 

Combination #5

My last two combinations will just like the others work as partners. my 5th combo is Smoky + Wasp. This along with combination #6 are the offense, I chose this because Wasp provides enough speed to get in and out in seconds. and i chose Smoky to pair with Wasp entirely for the critical shots to and to finish whatever little health the enemy already has.

 

Combination #6

My last Combination is: Railgun + Wasp. This combo is only to support combination #5. In my eyes there isn't a better dou than Smoky and Railgun, because one deals constant damage (aside form the Critical shots) while the other occasionally deals massive damage to put serious holes in the enemy, Wasp is to keep up with combination #5 and finish the job should it be destroyed

 

yeah.. smoky is really good in combination with railgun but why do you need  so much speed in a small map? i would choose hornet for the smoky (which attacks the most) and hunter for the railgun (he should stay at the top of the map and go a bit inside  the enemy base dealing damage to enemys and then smoky finish it)

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