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A really useful guide for getting an idea on where to push at the start of a match and how likely a player is at either succeeding or getting killed there.
There's a lot to of different scenarios that can end up playing out but the most important ones are mentioned here which will give readers a better idea of the options that are available to them.
Great guide! I have some specific disagreements with a few maps, like manta, wahoo, marlin, undertow, or mahi-mahi, but the idea is really important to learn.
I will say the yellow line shouldn't just continue the green one, I don't want to see any nzaps chilling on right side in wahoo world!
I didn't expect this to be so thorough!
Something I would like to add is 52 players have a pretty good idea of how long their wall will survive and you can take advantage of this if you have object shredder equipped which has a 150% multiplier against wall so you can catch a 52 with their pants down especially if you also have a wall or a range advantage.
But otherwise great guide!
This is a really good guide for giving information on what to do in general situations a player will usually find themselves in when having to face a good (or at least decent) .52 Gal player on the enemy team. Of course, there's always going to be more situations that end up playing out in a real match but this covers a really wide range of what a player would be expecting to deal with.
Going over some more specific things such as watching for a .52 Gal using OG was a very nice and unexpected addition.
It was very detailed and I actually learned stuff by reading this. I might consider using decavitator a bit more often because of this!
TYSM for making this! I looks like you put quite a bit of time into making this, all to help other people. :D
I read this when it came out, so I've already been implementing a lot of stuff thats in this guide, and its already starting to pay off. Absolutely worth a read!