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Destiny

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Edited by Dog_Of_War_1138: 7/25/2016 3:11:37 AM
246

Why I cringe when I see "Shores of Time" during Control

Because I know that someone on my team will go take Zone A and flip our spawn. EVERY -blam!-ING TIME. Even when we control both B and C, they will go take A. And if the enemy starts taking C, causing the spawn to flip, the randoms won't do the smart thing and go fight to take it back. Hell no. Too much work. They'll go over to the unoccupied and undefended Zone A and proudly take it. Sometimes they'll dance, the morons. It never occurs to them that there's a REASON it's undefended: the other team is BEGGING YOU to go take it. WILL YOU FOR THE LOVE OF CRAP STOP DOING THIS. A Control match on Shores of Time, between 2 teams that both know what they're doing, will revolve around taking zones B and C. The only time ANYONE will take A is when Bravo takes it as their first zone. After that, there is NO reason whatsoever to ever see any announcement regarding Zone A. NONE. WHATSOEVER. I don't care if you lost all your zones; go take B or C. DON'T take A. It just makes things worse. [b] STOP IT. JUST STOP. DON'[T TAKE ZONE A.[/b] My name is Dog of War and I approved this message.

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  • The strategy is a little different for each map, you obviously want to control 2/3's of the map and keep the opponent back in their spawn..... however, with Shores of Time this is a little different because of how easily B and C can be defended from afar. The reason you don't ever want to cap A on Shores of time is because that side of the map is at a disadvantage due to asymmetries in the map. Notice how the line segments AC and AB are much longer than the line segment BC? That's the disadvantage the A flag has when it comes to controlling 2/3's of the map. You also have a nearly perfect line of sight to both B and C, which makes it much easier to team shot enemies that are trying to rush in. The three ways that the enemy team from A can push B or C requires them to come through much more narrow lanes, or "chokepoints". Add on that from B you are shooting down on your opponents and they have to shoot up at you. Another advantage. The best way to flank from A is to come up through the caves, but since that is near their spawn and since they all have a very easy line of sight to C, you have to push up with teammates. So flanking the team that has B and C takes coordination from a team due to how the map is set up. OP makes a valid point, you generally want to stay away from capping A on this map...

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