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[Issue 43] Down to a Science: Noise


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Noise was founded in 906 AD by Madagascarese elves who grew tired of having to hop aboard a jet plane every time they needed to tell Santa Claus if a child had been naughty or nice. They invented what we now call the modern radio, enabling Santa to get his intel, and providing humanity with one of its first successful method of mass-communication, preceded only by the exploding cream pie.

 

From these humble, festive beginnings, two very expensive radio stations arose; one on top of a hill and one in a pit at the bottom of the hill. The elves split into two groups, so that they might report to Santa more efficiently. The problem, however, was that both groups were trying to report on the same radio frequency, and that caused poor Santa quite a headache as he tried to decipher the incoming blabber.

 

It was decided that one of the groups would have to change their frequency, but neither one wanted to. After weeks of intense bickering, the hateful elves turned to combat, assaulting each other’s radio stations in enormous battle tanks.

 

The citizens of a nearby town all said that they had no idea what was going on over there at the radio stations, but, with all those turret blasts mingling with frantic FM broadcasts, they agreed unanimously that the elves were making entirely too much Noise.

 

Overview

 

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1.) Red Hill

 

The red flag post is located up here, as is the Gas Station (5.)

 

2.) Blue Pit

 

Location of the blue flag post and the charred hull of a tank.

 

3.) Middleground

 

The platform between Red Hill and Blue Pit, where most of the fighting takes place. Contains the only Repair Kit drop zone and most of the Gold Box drop zones.

 

4.) The Garage

 

A random building that can provide a moment of cover as you flee an enemy... or it can provide the enemy with a place to trap you, so be careful.

 

5.) Gas Station

 

Mostly unimportant building unless you are playing in CP mode, when it becomes a reference point.

 

6.) Red Tunnel

 

Most commonly used path from the Middleground up to Red Hill. If mines are being dropped here, use the Side Ramp (8.) to get onto Red Hill.

 

7. Blue Tunnel

 

Usually the safest path from Blue Pit up to the Middleground. The other ramps tend to get camped by snipers and mined by guards.

 

8.) Side Ramp

 

A valuable alternate path for both teams. Can be camped upon by snipers from both teams and is the location of Point A in CP mode.

 

Deathmatch

 

Best hulls, in order from most to least effective:

 

1.     Dictator

 

2.     Viking

 

3.     Hunter

 

4.     Hornet

 

5.     Titan

 

6.     Mammoth

 

7.     Wasp

 

Best turrets, in order from most to least effective:

 

1.     Firebird

 

2.     Ricochet

 

3.     Hammer

 

4.     Twins

 

5.     Thunder

 

6.     Vulcan

 

7.     Smoky

 

8.     Isida

 

9.     Freeze

 

10.    Railgun

 

11.    Shaft

 

Capture the Flag

 

Best equipment to use, based on your role on the team:

 

Flag runner: medium or heavy hull, especially Dictator, and short-mid range turret, especially Firebird or Twins.

 

Draft: medium hull, especially Viking, and short-mid range turret, especially Firebird and Isida

 

Flag Guard: heavy hull, especially Titan, and a high-damage turret, especially Firebird and Freeze.

 

Rover: medium or heavy hull, especially Titan, and mid-range gun, especially Vulcan and Twins.

 

Best routes to take when taking the flag from:

 

The red team

 

 

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The blue team

 

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Capture Point

 

Best equipment to use, based on your role on the team:

 

Capturers: medium hull, especially Viking and Dictator, with short-midrange turret, especially Twins and Firebird.

 

Guards: heavy hull, especially Dictator and Titan, and short-midrange turret, especially Firebird, Twins, and Isida.

 

CP mode in Noise is all about keeping the pressure on the other team. Dying is a very frequent occurrence here, so you need to make sure you squeeze every last drop of productivity out of your time between deaths. Don’t bother dropping mines: you’ll need to use your Double Damage or Double Armors instead. Rush at enemy points and try to blast it clean of enemies.

 

Capturing Point A

 

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Once you get onto Point A’s platform, put your back to the wall and watch for enemies spawning near the Garage or coming up the ramp from Blue Tunnel.

 

If you approach from Red Hill: If an enemy is NOT PRESENT at the point, jump down from the left of the Gas Station. If an enemy IS PRESENT, drive down the ramp to the right of the Gas Station, flanking the enemy and avoiding a flip-over.

 

If you approach from the Garage: Unless an enemy is not present at the point, drive up onto Red Hill and approach from there as previously said. Do not attempt to approach from the Middleground, as your enemy will be above you and have the advantage.

 

If you approach from the Middleground:

 

-      And you have a short-range turret: make a mad dash for Red Tunnel. The enemies at the point will likely spot you and attack, so have a Repair Kit ready for when you get into the tunnel and out of range.

-      And you have a long-range turret: activate a Double Damage and open fire on the point. Try to clear it before dying so your teammates can capture it.

 

Capturing Point B

 

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If you approach from the Garage: this is the safest route, especially if you have Firebird. Drive up the right ramp, activate a Double Damage, and take as many enemies out before dying. Your teammates will hopefully take it from there....

 

If you approach from the Middleground: do not go up the Red Tunnel. Enemies almost always block it with mines. Your best route will be the Side Ramp, but watch out for Thunders and Vulcans that often camp on top of the ramp.

 

Capturing Point C

 

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If you approach from the Garage: It can be tempting to ease your way down the ramps, but that will likely lead to you getting spotted and mauled. Take a leap of faith (and insanity) from the platform like I suggested for CTF mode. Your landing will surprise the enemies, and you will either land upright, guns blazing, or land upside-down, draining the enemies’ control of the point. Either way, you are helping your team.

 

If you approach from the Middleground: As I said, don’t drive down the ramps, and ESPECIALLY don’t drive down the Blue Tunnel. Jump off of the platform and blitz the point.

 

Locations of the points:

 

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Team Deathmatch

                     

TDM in Noise is basically DM but with more need for Isidas. Therefore, the list of best equipment for DM is the list of best equipment for TDM, but with Isida tied for first place in the list of best turrets.

 

One of Noise's attractions is the tight spaces, where melee fighters can have the time of their lives blasting enemies with their high-damage, short-range turrets. There are many good places on this map for a melee fighter to camp, but here are the most common:

 

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A tip for duelists:

 

When dueling at Noise, your biggest challenge will be spotting your opponent before he spots you. This means that, if you are driving through a tunnel, you should use your DOWN camera adjustment key (“E”) to put the camera behind your tank. This will keep the camera from pulling down to close to your tank for you to see what’s in front of you. When you get out of a tunnel, press the UP camera adjustment key (“Q”) to raise the camera to a level that allows you to see over obstacles.

 

Also, avoid staying in the Middleground for too long. This is the center of the map and will put you right in front of the enemy, no matter where he is. The best place to camp is Red Hill, as it is the highest point on the map and will let you see him immediately as he approaches.

 

Goldhunting: Find that Drop Zone!

 

NOTE: No matter the map or battle mode, you should always press the DELETE button as soon as you hear the Gold Box siren. You will have ten seconds to dart around, searching for the box’s drop zone. When you respawn, you will likely be dropped in wherever you haven’t already checked, and you will have all your supply cool-downs reset.

 

 

 

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Tip of the cap to for making this map.

 

 

As soon as you hear the siren, head for the Middleground. Almost all Golds drop there, but if you don’t see the drop zone, check the three pop-ups, as they are the second most likely spots.

 

* * * * * * * *

 

That's all, tankers. Play at Noise and make daring flag-grabbing leaps, hunt for hidden Gold Boxes, and listen to NOEL 122.5 FM... if your human radio can tune to that frequency.

 

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Also featured in the Down To a Science series:

 

Kungur

 

Yeah, ridiculously short list. Check back in a few issues!

Edited by Hexed
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Xcellent article and amazing research !!

But, i wud like to point out a couple of things u've gotten wrong

 

1) "Flag runner: medium or heavy hull, especially Dictator, and short-mid range turret, especially Firebird or Twins."

Dictator is a very bad hull to use for a flag runner ( Personal experience ), it should be Viking / hunter preferably. This is due to their speed and good amount of health, on the other hand, dictators usually get stuck between the ramps, get flipped easily if shot with a high impact force turret ( thunder, smoky, rail), while u jump from the ramp next to the garage and if the enemy tries to block you, then there's no chance u can run away with the flag. This is majorly due to dictator's ton of bulk !

 

2) "Best routes to take when taking the flag from:"

They are not the best routes to run away with the flags, rather, they are the most heavily guarded routes. The Blue and red tunnel always are laden with mines, and ull find a shaft/rico/thunder always guarding them.

The " Jump down" is not a good way to capture the flag either, as you can get shot down while jumping ( as explained above ) and easily lose the flag.It's better to go down the complete ramp, as you do not want to lose a hard - earned flag. From my perspective, a tanker should use the side ramp and the ramp next to the blue base ( with the double damage drop zone ) while going for the flag

 

3)I wonder why you haven't mentioned thunder in any of the roles in CTF's. Thunder is one of the most OP'iest turrets which is commonly used on Noise. Its splash damage works effectively in the tunnels and in the middle ground, killing tons of tanks. With some double damages and a handy isida, a thunder can easily get to the top of the leaderboards

 

P.S.  Next time pls make an article of Silence / Iran :)

Edited by MJROCKS05
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Xcellent article and amazing research !!

But, i wud like to point out a couple of things u've gotten wrong

 

1) "Flag runner: medium or heavy hull, especially Dictator, and short-mid range turret, especially Firebird or Twins."

Dictator is a very bad hull to use for a flag runner ( Personal experience ), it should be Viking / hunter preferably. This is due to their speed and good amount of health, on the other hand, dictators usually get stuck between the ramps, get flipped easily if shot with a high impact force turret ( thunder, smoky, rail), while u jump from the ramp next to the garage and if the enemy tries to block you, then there's no chance u can run away with the flag. This is majorly due to dictator's ton of bulk !

 

2) "Best routes to take when taking the flag from:"

They are not the best routes to run away with the flags, rather, they are the most heavily guarded routes. The Blue and red tunnel always are laden with mines, and ull find a shaft/rico/thunder always guarding them.

The " Jump down" is not a good way to capture the flag either, as you can get shot down while jumping ( as explained above ) and easily lose the flag.It's better to go down the complete ramp, as you do not want to lose a hard - earned flag. From my perspective, a tanker should use the side ramp and the ramp next to the blue base ( with the double damage drop zone ) while going for the flag

 

3)I wonder why you haven't mentioned thunder in any of the roles in CTF's. Thunder is one of the most OP'iest turrets which is commonly used on Noise. Its splash damage works effectively in the tunnels and in the middle ground, killing tons of tanks. With some double damages and a handy isida, a thunder can easily get to the top of the leaderboards

 

P.S.  Next time pls make an article of Silence / Iran :)

And here's what "u" got wrong:

 

1.) Dictator IS a very bad hull to use as a flag capturer, and that I can tell from personal experience, too... in other maps. Dictator is perfect for Noise because a.) speed is not entirely necessary for this map due to its smaller size, b. ) it has the armour necessary to withstand the high-damage turrets that are used here, and c.) it can, unlike Viking, easily make the jump down into the blue pit without getting tipped over.

 

2.) Speaking of jumping, that is a perfect strategy for this map. "OH BUT STRATUS! Sometanki can shoot you as you jump!

 

Sigh. They could also shoot you at any other location in the map. DUH.

 

"BUT BUT BUT they might flip you over mid-jump!"

 

True, but it rarely happens and every good strategy does have a countermeasure. Plus, if you are a blue team member and you are jumping to capture the red flag, you will probably be flipped over onto your flagpost anyway.

 

3.) Thunder is a "meh" turret for this map because it doesn't have as high of a damage output as other, better short-range turrets, and the splash damage does more harm than good in Noise because most of the fighting is done in cramped spaces, where the player will injure himself with every shot. I agree that Thunder is a very good weapon, but only on the right map, like Kungur or Berlin.

Edited by sonofchrysalis3
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Being a constant and exclusive player in Noise for almost a year, this is a well done article. But I will admit, a simple video stating exactly what you have shown, makes this article old-fashioned :/ 

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