CatBeard
Inkling
I've been thinking about this for a while now and was hoping for a good discussion. I've seen some general "what to do at the start" and "cover the base first/last" kind of discussions, but none of them touch on general objectives of individuals to serve a cohesive team priority.
At the start there seem to be four possible objectives for any single team mate:
The first priority always seems to be Set the Front Line. Here's my idea for a cohesive strategy at the start: One player covers and defends the base (tank); Two players take the center and defend each other (assault); the fastest creates a fast-lane to the center before harassing the enemy (scout).
After the center is taken or lost, the priority shifts. The priority for the team is then to cover/hold the line and inch it forward. The objectives for the individuals change to something very different.
As a Kelp Charger main, I like the Scout role. Chargers have a surprisingly high mobility though low maneuverability. I throw sprinklers as I make a fast-lane to the central contested area and pick off enemies who try to get through. I throw sprinklers in or just outside their base to slow them down. When I've charged the Wail, I set it right in front of their main exit and go check their side exits. This is only one role I could fill.
I would like to hear your thoughts on this. What weapons could fill what roles and do it well? Are there other objectives or priorities I've missed? Are there different objectives between Starting phase, Covering phase, and End Game? Do these change depending on the stage? Is there a better opening strategy? Let's figure this out. ^_^
At the start there seem to be four possible objectives for any single team mate:
- Cover the base
- Support team mates
- Cover the center
- Stop enemy advance
The first priority always seems to be Set the Front Line. Here's my idea for a cohesive strategy at the start: One player covers and defends the base (tank); Two players take the center and defend each other (assault); the fastest creates a fast-lane to the center before harassing the enemy (scout).
After the center is taken or lost, the priority shifts. The priority for the team is then to cover/hold the line and inch it forward. The objectives for the individuals change to something very different.
As a Kelp Charger main, I like the Scout role. Chargers have a surprisingly high mobility though low maneuverability. I throw sprinklers as I make a fast-lane to the central contested area and pick off enemies who try to get through. I throw sprinklers in or just outside their base to slow them down. When I've charged the Wail, I set it right in front of their main exit and go check their side exits. This is only one role I could fill.
I would like to hear your thoughts on this. What weapons could fill what roles and do it well? Are there other objectives or priorities I've missed? Are there different objectives between Starting phase, Covering phase, and End Game? Do these change depending on the stage? Is there a better opening strategy? Let's figure this out. ^_^
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