Difference between revisions of "Shores of Time"
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− | + | {{D2Wiki Page2|Distant Shore}} | |
+ | {{TOCRIGHT}} | ||
+ | ==Introduction== | ||
+ | Shores of Time is a [[The Crucible#Maps|PvP map]] for [[The Crucible]] that takes place on the [[Venus]]. It is available for all [[PvP#PvP Modes|PvP modes]]. | ||
+ | |||
+ | ==Dead Ghost Location== | ||
+ | Against the outside wall of the Shrine which is closest to the A flag, possibly behind the box: [https://i.imgur.com/oLpgtFS.jpg Screenshot] | ||
+ | *Only found during [[Private Matches]] | ||
==Strategy== | ==Strategy== | ||
+ | Shores of Time has some balance problems on Control. Players may wish to control B+C as much as possible through the the match. This mix is especially helpful if you have 1 or 2 excellent snipers on your team. Great snipers at C can suppress enemy players trying to capture B with headshots at the “C SPAWN ROCK” as well as defend against players assaulting from "WATERFALL". | ||
+ | |||
+ | Another sniper can cover B from “B HEAVY AMMO” in addition to keeping players at bay in B Tunnels. You’ll usually see snipers trying to camp in those positions. If I’m not using a [[Sniper Rifle]], I’m usually roaming between B and C, concentrating on places that require support. | ||
+ | |||
+ | When In Control of A and trying to capture B: | ||
+ | |||
+ | *Try establishing shots as a sniper and picking enemies off at B before advancing for a capture. | ||
+ | *Use the B Tunnels to produce crossfire while your teammates attempt to capture B. | ||
+ | *Flank from statue if your teammates are seriously pushing B. It might spread out the enemy, letting them take a capture or getting some kills for you. | ||
+ | |||
+ | When in Control of C and attempting to capture B: | ||
+ | |||
+ | *Sniping from “C SPAWN ROCK” can creates opportunities for your teammates to capture the point. | ||
+ | *Switch attacks between “B DOOR” and sparingly use the Heavy Ammo flank. | ||
+ | |||
+ | ==Trials of Osiris Guide== | ||
+ | [[File:shores of time map1.jpg|400px|right]] | ||
+ | ===Intro=== | ||
+ | A lot of players still struggle to reach the Lighthouse every week. There's normally a lot of little tips out there but I wanted to focus on specifics for this map. Here's Become Legend: Trials of Osiris edition. | ||
+ | |||
+ | Become Legend: Trials of Osiris - Shores of Time | ||
+ | |||
+ | ===Call-outs=== | ||
+ | The first thing you need to do is get used to where everything on the map is located and put a name to that location. Being able to call out where the enemy is located for your team allows them to maneuver without fear or push with aggression. | ||
+ | |||
+ | Map | ||
+ | |||
+ | Created by /u/r3likt. I made a small tweak to show the correct Heavy location and Capture Point. | ||
+ | |||
+ | ===Positioning=== | ||
+ | Shores of Time is a larger map and focuses on long-range engagement. You'll want to focus on your strengths and position yourself in locations that allow you to capitalize on your loadout. | ||
+ | |||
+ | ====Sniper Lanes==== | ||
+ | Keep your head down or lose it. | ||
+ | * '''River Door to C Cave''' - Because of the Capture Point location this will be a hotly contested lane. Both teams can reach this location quickly, though Alpha can get there a bit quicker. Bravo team will also have to deal with players flanking through C Cave while players at Alpha can be flanked from B. | ||
+ | * '''Sniper Ship to River Special''' - Bravo has an advantage in reaching Sniper Ship quickly. Alpha team should avoid hanging around River and Shrine or risk being sniped, and should be especially careful when attempting to grab the Special Box here. | ||
+ | * '''River Special to Tunnel''' - Again, the Capture Point is in this area so players will be attacking it. Sight lines from this location seem to favor Tunnel as you can simply back up and cannot be flanked as easily. | ||
+ | * '''Jungle Ship through C Cave''' - Alpha may decide to encroach a litle bit, Bravo team has a good sight line through cave from the Jungle Ship but cannot see "C" as well where Alpha can snipe from this position more easily. | ||
+ | * '''Alpha Spawn to B''' - If Bravo is pushing around a lot to try and flank the River Door sniper a player may simply sit on Alpha Spawn and have good sniping lanes into B, hopefully deterring future flanking attempts. | ||
+ | * '''Tunnel to B Special''' - Another lane that can be contested to deter flanking. B Special would have the advantage in this lane. | ||
+ | |||
+ | ====Primary/Shotgun Paths==== | ||
+ | Looking to close the distance, move through cover. | ||
+ | * Bravo can move through Shrine or into Tunnel quickly to dodge most of the sniper lanes. | ||
+ | * Alpha can force a lot of short range engagements by pushing to Tunnel or hold down the A point. | ||
+ | * In general, a lot of battles around River can be short-range and allow Shotguns but you are also in a Sniper Lane by engaging here. | ||
+ | |||
+ | ===Classes=== | ||
+ | There are plenty of options for this week, almost anything is viable to be honest so play what you enjoy. Here's some suggestions for each subclass: | ||
+ | ====Hunter==== | ||
+ | It's hard to choose between Bladedancer or Gunslinger this week. I don't see Nightstalker being as viable simply because there aren't as many good choke points. Shinobu's Vow is great for forcing enemies back and a Golden Gun should be powerful this week. | ||
+ | ====Titan==== | ||
+ | Strikers have been the best subclass for a Titan for quite some time. Area denial grenades, a shutdown Super, and the ability to close gaps quickly (and protected with Juggernaut) makes Strikers great for this map. Sniping is an option since you can get into position the fastest, though a Shotgun belongs in these hands. | ||
+ | ====Warlock==== | ||
+ | Any subclass is useful here, but the most powerful is Voidwalker. A shutdown Super and some of the more useful grenades in the game, Voidwalkers shine with primary battles and shotguns where the melee kill can trigger Life Steal allowing you to move to the next enemy. Stormcaller is useful for the range of the melee and Pulse Wave is great for moving away when you've been damaged. Pick whatever your comfortable with, a Stormcaller can be great for pushing if you need to camp a little bit more. | ||
+ | |||
+ | ===Weapon Loadout=== | ||
+ | Most players will be using a Hand Cannon or Pulse Rifle (read: Clever Dragon) this week, though Scout Rifles will appear for those longer lanes. The current meta also means most players will have a Shotgun, though skilled Snipers will emerge and can do well here. Most common loadouts for the week will consist of a Palindrome or Clever Dragon coupled with a Matador. Use the advice above to pick your lane and counter as you see fit. Snipers will struggle against a good Scout Rifle so switch if you're being killed often. The Last Word is always viable for countering Shotgun rushers, switch if the other team is good at pushing and is aggressive to give yourself a chance. Primary Weapons will dominate the flow of the round, but as spaces get smaller the Shotguns will come out. | ||
+ | |||
+ | ===General Strategy=== | ||
+ | Whenever you play, regardless of game mode, you need to have a strategy so that you're familiar with where your team members are and what they are doing and how they assist/be assisted. | ||
+ | |||
+ | ====Alpha Spawn==== | ||
+ | * Push up into River quickly and make a callout. Bravo is going to come from C Cave or Shrine more than likely, these are good choke points that offer a lot of flanking. | ||
+ | * If you're having trouble dominating River then push to Tunnel and B, you can beat Bravo to these locations and stop their flank attempts then counter by swinging through Jungle and Shrine. | ||
− | == | + | ====Bravo Spawn==== |
+ | * Push through C Cave towards the River Special. This lets you dominate the area while avoiding a lot of Sniper Lanes. You'll need to watch for Tunnel and River Door pushes more than anything. | ||
+ | * If you're having trouble taking River then push around to B, looking to hit the River Door. You can collapse from Tunnel but you need to be careful of grenades. | ||
==Lore== | ==Lore== | ||
{{PvP Maps}} | {{PvP Maps}} |
Latest revision as of 23:13, 18 October 2017
Check Out Distant Shore on Destiny 2 Wiki
Contents
Introduction
Shores of Time is a PvP map for The Crucible that takes place on the Venus. It is available for all PvP modes.
Dead Ghost Location
Against the outside wall of the Shrine which is closest to the A flag, possibly behind the box: Screenshot
- Only found during Private Matches
Strategy
Shores of Time has some balance problems on Control. Players may wish to control B+C as much as possible through the the match. This mix is especially helpful if you have 1 or 2 excellent snipers on your team. Great snipers at C can suppress enemy players trying to capture B with headshots at the “C SPAWN ROCK” as well as defend against players assaulting from "WATERFALL".
Another sniper can cover B from “B HEAVY AMMO” in addition to keeping players at bay in B Tunnels. You’ll usually see snipers trying to camp in those positions. If I’m not using a Sniper Rifle, I’m usually roaming between B and C, concentrating on places that require support.
When In Control of A and trying to capture B:
- Try establishing shots as a sniper and picking enemies off at B before advancing for a capture.
- Use the B Tunnels to produce crossfire while your teammates attempt to capture B.
- Flank from statue if your teammates are seriously pushing B. It might spread out the enemy, letting them take a capture or getting some kills for you.
When in Control of C and attempting to capture B:
- Sniping from “C SPAWN ROCK” can creates opportunities for your teammates to capture the point.
- Switch attacks between “B DOOR” and sparingly use the Heavy Ammo flank.
Trials of Osiris Guide
Intro
A lot of players still struggle to reach the Lighthouse every week. There's normally a lot of little tips out there but I wanted to focus on specifics for this map. Here's Become Legend: Trials of Osiris edition.
Become Legend: Trials of Osiris - Shores of Time
Call-outs
The first thing you need to do is get used to where everything on the map is located and put a name to that location. Being able to call out where the enemy is located for your team allows them to maneuver without fear or push with aggression.
Map
Created by /u/r3likt. I made a small tweak to show the correct Heavy location and Capture Point.
Positioning
Shores of Time is a larger map and focuses on long-range engagement. You'll want to focus on your strengths and position yourself in locations that allow you to capitalize on your loadout.
Sniper Lanes
Keep your head down or lose it.
- River Door to C Cave - Because of the Capture Point location this will be a hotly contested lane. Both teams can reach this location quickly, though Alpha can get there a bit quicker. Bravo team will also have to deal with players flanking through C Cave while players at Alpha can be flanked from B.
- Sniper Ship to River Special - Bravo has an advantage in reaching Sniper Ship quickly. Alpha team should avoid hanging around River and Shrine or risk being sniped, and should be especially careful when attempting to grab the Special Box here.
- River Special to Tunnel - Again, the Capture Point is in this area so players will be attacking it. Sight lines from this location seem to favor Tunnel as you can simply back up and cannot be flanked as easily.
- Jungle Ship through C Cave - Alpha may decide to encroach a litle bit, Bravo team has a good sight line through cave from the Jungle Ship but cannot see "C" as well where Alpha can snipe from this position more easily.
- Alpha Spawn to B - If Bravo is pushing around a lot to try and flank the River Door sniper a player may simply sit on Alpha Spawn and have good sniping lanes into B, hopefully deterring future flanking attempts.
- Tunnel to B Special - Another lane that can be contested to deter flanking. B Special would have the advantage in this lane.
Primary/Shotgun Paths
Looking to close the distance, move through cover.
- Bravo can move through Shrine or into Tunnel quickly to dodge most of the sniper lanes.
- Alpha can force a lot of short range engagements by pushing to Tunnel or hold down the A point.
- In general, a lot of battles around River can be short-range and allow Shotguns but you are also in a Sniper Lane by engaging here.
Classes
There are plenty of options for this week, almost anything is viable to be honest so play what you enjoy. Here's some suggestions for each subclass:
Hunter
It's hard to choose between Bladedancer or Gunslinger this week. I don't see Nightstalker being as viable simply because there aren't as many good choke points. Shinobu's Vow is great for forcing enemies back and a Golden Gun should be powerful this week.
Titan
Strikers have been the best subclass for a Titan for quite some time. Area denial grenades, a shutdown Super, and the ability to close gaps quickly (and protected with Juggernaut) makes Strikers great for this map. Sniping is an option since you can get into position the fastest, though a Shotgun belongs in these hands.
Warlock
Any subclass is useful here, but the most powerful is Voidwalker. A shutdown Super and some of the more useful grenades in the game, Voidwalkers shine with primary battles and shotguns where the melee kill can trigger Life Steal allowing you to move to the next enemy. Stormcaller is useful for the range of the melee and Pulse Wave is great for moving away when you've been damaged. Pick whatever your comfortable with, a Stormcaller can be great for pushing if you need to camp a little bit more.
Weapon Loadout
Most players will be using a Hand Cannon or Pulse Rifle (read: Clever Dragon) this week, though Scout Rifles will appear for those longer lanes. The current meta also means most players will have a Shotgun, though skilled Snipers will emerge and can do well here. Most common loadouts for the week will consist of a Palindrome or Clever Dragon coupled with a Matador. Use the advice above to pick your lane and counter as you see fit. Snipers will struggle against a good Scout Rifle so switch if you're being killed often. The Last Word is always viable for countering Shotgun rushers, switch if the other team is good at pushing and is aggressive to give yourself a chance. Primary Weapons will dominate the flow of the round, but as spaces get smaller the Shotguns will come out.
General Strategy
Whenever you play, regardless of game mode, you need to have a strategy so that you're familiar with where your team members are and what they are doing and how they assist/be assisted.
Alpha Spawn
- Push up into River quickly and make a callout. Bravo is going to come from C Cave or Shrine more than likely, these are good choke points that offer a lot of flanking.
- If you're having trouble dominating River then push to Tunnel and B, you can beat Bravo to these locations and stop their flank attempts then counter by swinging through Jungle and Shrine.
Bravo Spawn
- Push through C Cave towards the River Special. This lets you dominate the area while avoiding a lot of Sniper Lanes. You'll need to watch for Tunnel and River Door pushes more than anything.
- If you're having trouble taking River then push around to B, looking to hit the River Door. You can collapse from Tunnel but you need to be careful of grenades.
Lore
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