* Of course, since this stage has one gigantic pit, everyone will be attempting to knock you off. Again, avoid that by attacking directly from behind or by shooting from afar.
* The pillar room is of course, a room with rows of large pillars reaching from the ground to the ceiling. There are a few things about this room that make it interesting.
Interests ---------
* It's one of the better places for 1vs1 on this map.
* It's not infrequent in TDMs that the fight will break out here as opposed to the pit room.
* The huge walls on either sides of the pillars provide great practice for multiple wallruns.
* You can get the drop on people, literally. Climb up the pillars and hang at the top of the pillar with your melee. The pillar should conceal your whole body and allow you to see far. Drop death on them from above, or wait until they pass and shoot them in the back!
============= VB3d. Factory =============
* It looks more like an industrial complex than a factory. This is a pretty open space, since it's all one "room." There are cramped places, like near the truck and under the building.
* The heal points respawn relatively fast, so hit them as often as you can to keep your health high. I once went into a veteran channel deathmatch and finished the game with a 30/0 score because I was constantly running between health spawns.
* Since everything is square and box-shaped, try to wallrun as often as you can to get away from people.
============ VB3e. Garden ============
* Again, another small map.
============ VB3f. Island ============
* If you go into either the Island or the Dungeon, be wary that people will just spam the secondary attacks, even if they aren't over the pit areas. Use this to your advantage: recover quickly and hit them back! Back yourself into a nook in a wall if you're in the Island, especially on the lower ledges in the pit area. The only place you'll be uppercutted is into the wall, where you can recover from the fall and start again.
* In the area with the pits, there are high ledges around the perimeter on the walls. This is a great spot for sniping, and it also gives you access to the whole pit area. You can leap from the ledge and airdash all the way to the bottom of the other side to pick up health or armor. I like to single a person out and drop from above on top of them.
* The beach area is basically the only other 'area' on this map. If you can't handle being slapped into the pit, then attack people here. The people who knock you into pits, for some reason or another, will still uppercut you even though there is no place for you to fall.
============= VB3g. Mansion =============
* The Mansion stage's lower level is a good place to rack up quick kills.
____ _____ |____________| ___ ____ | | |^ # # ^| || || || # # || || || || # # || | * * | |_____________ |
Kills -----
* On the bottom level there are the walls and the pillars (#s) that run parallel to them. People will generally cluster up between the walls and the pillars, forming a nice straight line for a burst of fire from a rifle or rocket salvo. The problem with this is where you stand. If you stand to the north where the hallways lead off to the rooms and the basement, people will sneak up behind you from the upper level or the basement. I have invariably been killed whenever standing there. The best place to stand is on the south side next to the very last pillar. Stand facing the pillar, so you can see if anybody is coming down the hall, or is jumping off the staircase. If you stand back in the nook only facing the hallway, you will be killed very easily since you won't see people jumping off the staircase. When you turn lvl 18, immediately buy the Maxwell LX30. Assuming you're in a game with no other lvl 18s, and you try this tactic, you will mow everyone else down.
* There are two chandeliers hanging from the ceiling which are great sniping spots, provided that everyone is too dumb to look up. I wouldn't suggest hanging around too long from these spots.
To get on the chandelier directly above the angel statue, simply stand on the head, jump, and wallhang onto it. You can jump up from there. The second chandelier above the stairs is much harder to reach. To reach the other, you have to wallslash up the nearest pillar and airdash out to it. I find it easiest to wallslash up the pillar by facing towards the direction of the room with the angel statue. You can also jump from the third floor balcony, but this is usually a little trickier.
========== VB3h. Port ==========
* A very claustrophobic map, modeled on a European port town. With a series of alleys taking up most of the level, there aren't a lot of areas to get into a full fight. Watch your back, because people tend to run up behind you.
* The best places to get into a full out fight is at the creek, since it's open enough to allow for free movement.
============ VB3i. Prison ============
* Comprised mostly of hallways.
=============== VB3j. Prison II ===============
* Comprised mostly of hallways.
========== VB3j. Ruin ==========
* This map is similar to the Arena, but with one key difference: the lower part is disected with a series of walls like a small labarynth.
============= VB3l. Station =============
* Divided into two very large rooms with a wall bisecting them from top to bottom.
========== VB3m. Town ==========
* This map is perfect for clanwars, because it's open and both sides have a common meet-point near the corner near the clock. It's perfect for multiple wallrun practice.
* This map will be, in fact, the one you are in the most. Whether it's due to 1vs1s, clan wars, or general fighting, you will most likely be in this map more times than not.
========================= VB4. Weapon-specific Tips =========================
* I label certain guns as automatics, despite that all guns repeatedly fire if you hold down left-click. This just makes them easier to categorize for specific situations. All guns I label as automatics have less than a 130 rate of fire, meaning SMGs, rifles and machineguns. Swapping and reloadshot have no bearing on this analysis.
* There are two kinds of every gun: a gun with more ammo, but less power, and a gun with less ammo, but more power.
* If someone knocks you down or juggles you, immediately press the spacebar (jump). You will flip out of it and land on your feet. You cannot control the fall unfortunately, and while this won't save you from falling into pits, it will save you from being daggered repeatedly. This is great against people who make daggering their style, because they will still aim for the place on the ground where they expected you to fall. Landing and unleashing a pointblank blast from a shotty or a staccato from a rifle will do wonders.
* If being repeatedly daggered by someone, start attempting to dash while still on the ground. Dash so that you will not be in his dagger's path. Hopefully when you begin to get up, you'll slide away from him before he can get the stab in. Even if he/she manages to hit you when you slide out, you'll have more time to recover. If you're hitting space (jump) when you attempt to slide out, there's a good chance you'll recover right away even if you get hit again. Always remember that pressing space will save you from being daggered.
* Frag Grenades are usually a waste unless you throw them into a crowd, or you've managed to become a good grenadier. 1vs1, their effect depends on how good you are at deceiving your enemy. In other words, if you are pro with grenades, they are excellent at damage and pressuring the enemy. If you're not good with grenades, they're a waste of weight and you probably won't be able to use them to their full potential.
* Flashbangs (flash grenade) are nuisances, not deadly, inefficient, and don't particularly help. While they may serve as a good distraction for you to escape if you're low on health, using them offensively is a waste of weight. Most people when hit with a flashbang will randomly dash and jump everywhere to avoid getting hit until the effects wear off. I've even managed to kill 2 people while blinded by flashbangs.
* Smoke grenades, along with being not deadly, are utterly useless and cause the game to lag. People can just rush through the smoke and continue fighting, or they can just watch their crosshairs until it turns red, indicating they're aimed at an enemy, and shoot through the smoke. If you must use them, toss three instead of one, because it covers a much larger area.
========== VB4a. Guns ==========
* If you're one-on-one with someone and use some sort of automatic, don't just hold down on the trigger and hope you'll hit them. You'll waste ammo quickly, and your accuracy will be way off. Instead, fire short bursts and fire only when you're sure you'll hit. Likewise, reload whenever possible, as you may need all your shots.
* The key to using heavy weapons like the machinegun and rocketlauncher is to swap them in and out quicky for melee, so you can keep moving at a fast pace. You can't wallrun with them in use, but you can initiate a wallrun with a melee and then pull out your weapon.
* If debating over which shotgun maker to go with, go with Breaker. Avengers notoriously low ammo clip will leave you out to hang in a clinch. Use Avenger as a backup weapon in the Weapon 2 slot.
* Once you turn lvl 18, the Maxwell LX30 is a must. With a 40 round clip, 160 bullet cache, and fastest rate of fire of any gun up to that point, it is the best automatic you'll get until later, the Maxwell LX44.
* You cannot equip two of the same weapon in both slots, i.e. you can't equip two Breaker 7s, so don't buying two of them. You can equip two of the same kits or grenades however.
* If you're using an official crosshair, notice how it gets larger when you fire? This is recoil. All guns in the game recoil, and this affects aim, especially on SMGs. A good way to increase your chances of hitting your opponent is to do short bursts if your gun has automatic fire (SMGs, assault rifles machineguns), or pausing in between single shots (pistols, revolvers).
* Pistols and revolvers are basically the same kind of weapon with two
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