Why Firebase Jade is a death trap
#51
Posté 13 juin 2012 - 01:57
But someone have to watch the back stairs (both of them). Best way is to place on sniper in upper left of your floor plan (or upper middle in the place where is the ammo crate), and shotgun (regaar) user in between of the stairs. That way most of the enemies spawn at lower platform and assault through LZ, where they are vulnerable to fire from remaining two players. (Warp bio sphere on LZ is useful in this case)
#52
Posté 13 juin 2012 - 01:58
I like Jade as a map and find it's much easier to defend than a number of other maps because from the up top spot you really only have a front and back spot to defend and have the high ground.
Modifié par Beerfish, 13 juin 2012 - 01:59 .
#53
Posté 13 juin 2012 - 01:59
/zen
#54
Posté 13 juin 2012 - 02:01
Siran wrote...
ever had a hacking objective in the great hall on Goddess, just some meters in front of that desk? Try finding decent cover there. Wave 10 becomes hell.
Yes - in the great hall... but have survived that most times. Then again, Goddess is hell in general, since even the med room "safe zone" can be overrun. But so far Jade's been proving the harder of the two for me to complete PUGs on.
#55
Posté 13 juin 2012 - 03:18
#56
Posté 13 juin 2012 - 03:44
Siran wrote...
Meatiershower wrote...
LMAO!! Awesome art! Love the Banshee! 5 star.
The phantom's a kicker, too xD
#57
Posté 13 juin 2012 - 04:01
I'm not sure yet what's the best strategy for Jade, but I know for sure that the LZ is a terrible place (I've tried and it's like I have no cover at all).
I've tried lately to run towards the bottom-right room and clear incoming spawn, but half the time I get enemies coming up behind me (they probably spawned behind the LZ and made their way to me). If I go to the upper part, then I worry about spawns from the lower part, especially since there isn't much cover. Mobile death squad might work, but hard to find such a squad.
Anyway, keep up with the great artwork.
#58
Posté 13 juin 2012 - 04:02
noxpanda wrote...
I love your drawing
#59
Posté 13 juin 2012 - 04:04
Love the art!
Modifié par Arppis, 13 juin 2012 - 04:04 .
#60
Posté 13 juin 2012 - 04:07
#61
Posté 13 juin 2012 - 04:12
The only time I extracted on Firebase Jade on Gold was when someone glitched out (guess? Vanguard!) and spent the rest of the game floating in the same spot, auto reviving every time he died and all enemies were just focusing him. xD
#62
Posté 13 juin 2012 - 04:12
#63
Posté 13 juin 2012 - 04:19
#64
Posté 13 juin 2012 - 04:21
I just run a constant circuit around the map, hitting the ammo crates in stride and tech bursting the ever living crap out of everything.
Modifié par HellishFiend, 13 juin 2012 - 04:21 .
#65
Posté 13 juin 2012 - 04:21
2 at the pillars and 2 in the center of the spawn point at the top killing anything that comes through there.
there is little else to easly controll tho.
#66
Posté 13 juin 2012 - 04:31
#67
Posté 13 juin 2012 - 04:34
#68
Posté 13 juin 2012 - 04:34
On objective rounds it is an infinite supply of enemies gushing out of the lab room
#69
Posté 13 juin 2012 - 04:35
Jos Hendriks wrote...
I really quite like the topdown layout drawing of the level, nice job. :)There are several more spawnpoints than you've pointed out (I went ahead and checked after seeing your drawings), but yes, you want to make sure you don't ignore the labs behind the balcony, lest you want to be surprised.
one below the stairs 3 on the lowest walkway spead out along it.
one to the left of the one in the room with the computers on the top.
playing bronze and paying attention to the spawns was the best thing i ever did.
#70
Posté 13 juin 2012 - 04:35
#71
Posté 13 juin 2012 - 04:40
#72
Posté 13 juin 2012 - 04:41
xROLLxTIDEx wrote...
Elexis wrote...
I *always* camp here, on red dot.
And usually it makes enemy spam only on those far spam points. But sometimes they spam right at my fase and if I don't have some AOE gun or power I'm so in trouble.
Thanks for awesome art by the way
This. If you make sure you are at the red dot at the beginning of the wave then they will not spawn at the very top spawn. It is very easy for 2 guys to watch the left staircase and two guys to watch the right staircase. If at any time either of the pairings get pushed back, All 4 players can concentrate fire down the long corridors at the top. The long stairway on the left is a great chokepoint and the stairs on the right offer you a great choke point as well as two more fall back choke points. You also have the high ground on the map and plenty of cover.
your on my friends list lol. you gonna eb on tonight?
#73
Posté 13 juin 2012 - 04:41
Jos Hendriks wrote...
I really quite like the topdown layout drawing of the level, nice job. :)There are several more spawnpoints than you've pointed out (I went ahead and checked after seeing your drawings), but yes, you want to make sure you don't ignore the labs behind the balcony, lest you want to be surprised.
Jos. It would be AWESOME if BW had something like that in the "extras" menu or something so people can give a little perspective of the maps, especially new ones when they come out ...*Cough**EARTH DLC*...cough...cough...sorry, I got a little speculation in my throat.
#74
Posté 13 juin 2012 - 04:44
#75
Posté 13 juin 2012 - 04:45





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