This is one of the most unbalanced pair of spawns on a Trials map that we’ve had so far. Alpha (top) side is king; Combat 101: Fighting uphill is bad.
If you’re having trouble on Blind Watch, keep reading/watching!
- How many times did you jump off the edge of the map and have zero idea where your orb was?
- How many teams did you run into where they just camped at the back of their respective spawn and go for a super battle at the cap point?
- How many times did the 3 levels confuse the absolute hell out of you, and you didn’t know whether they were above or below you? (and how many times did this end up with your death?)
- Finally, who got sniped, from every single weird angle possible, on this map, because I know I did a lot.. as usual.
Choke Points: These make it difficult for even an effective team to push through. You could be held back by a smart team on Top spawn, who could just wait for you to make a mistake, force you into using a playstyle you are not comfortable with, and fight them on their terms.
A smart team on Top spawn could position and split their resources, deciding to shotgun through the middle or snipe on either side to shut down an aggressive push from the flanks. This forced Bravo team to camp and wait for flag, as there was no feasible way to push, except for the entire fireteam rushing one avenue and relying on a mistake, or lack of support, from the team you were pushing. An effective team could counter this push by communicating the whereabouts of the enemy team, provided their movements allow them to regroup.
Flanking: This map was perceived as very “campy” because of the difficulty in executing a swift flank. When an ally was picked off by a sniper, it was almost impossible to stealthily maneuver around the enemy team and reposition for the revive. Playing the orb game and relying on solely your snipers lead to teams making a single pick to force the enemy team into a 2v3. The choke points labeled demonstrate the lack of lanes to be utilized by flankers; even higher level players can have difficulty traversing this map to flank before their team is seen to have a player short.
Sniping lanes: So many lanes on this map, and different angles to snipe lanes from. It made for some crazy tough angles and head glitches to hit, and for some interesting counter sniping, mixing up your own positioning to try and counter.
- Somebody on ‘A Can’ could shut down a push over ‘Awning’ easily,
- On top of ‘A Plat’ you could shutdown pushes above and below ‘Awning’ but this was generally a bad spot as you could also be counter sniped from lots of different angles.
- Sniping from ‘Back Shade’ or ‘Shade’ down the entire hallway.
- Sniping from ‘Top B’ all the way down to ‘Bottom B’.
Never hardscope, and you should expect people to flank and get a different angle on you.
Verticality: What does this mean? There are three different levels to this map, Alpha spawn at top and Bravo spawn at bottom. Destiny only provides the ability to show people who are, or are not, on your level with different shading on the radar. On this map it meant you couldn’t tell if someone was above or below you in some situations, and definitely caught me out a lot if my teammates weren’t giving me callouts.
The only way to combat this was map familiarity, is it possible they are above where you are stood, or are they definitely below you? If you aren’t sure, relocate yourself so it negates them pushing from either above or below.
Orb Control: The funky deaths were less common this map, after Bungie addressed some Crucible concerns last week, so being aware of where people died was a lot easier.
However, that didn’t mean that orb control was easy on this map. Preventing and stopping revives when your team killed somebody was actually incredibly difficult, unless they were way out in the open, up on top of something or you were able to sit on the orb. Calling out the location of orbs to your teammates, moving as a team to control, and getting the revive snipe if necessary, was essential.
Heavy: Sniping and delaying heavies was once again my aim during these rounds. One or two players pushing the enemy heavy, allowed us to delay while our third teammate rushed to support us with heavy ammo.
Supers were useful, as always, but it was difficult due to the length of time it took to run from spawn to the enemy’s heavy. This left it possible that you would approach the enemy heavy as they opened it and you could get shut down.
Sniping from Top B to Bottom B was very effective and shutting down Bravo Heavy, and sniping from Awning/Patio to Heavy was also effective to an unsuspecting team.