Rusted Lands
Introduction
Rusted Lands is a PvP map for The Crucible that takes place on Earth. It is available for all PvP modes.
Dead Ghost Location
Outside of the map near B spawn, you can crouch inside the wall and grab it too: Screenshot
- Only found during Private Matches
Strategy
Rusted Lands might be challenging obtain a foothold if you’re playing against a good team and spawn behind the large Silo. I’ve won games controlling A+B because of A’s closeness to B, but it appears most of matches where I’ve truly dominated the other team have been while we were controlling C+B at the sametime forcing the enemies to spawn at “Back Silo”.
Most of the time I go between C+B attempting to apply pressure or defend whenever I think that the other team may push to a certain area. If you notice most of your teammates are at a single point, expect your enemies to be taking the point that has the least number of your teammates. That’s usually a sign for me to hurry and defend a point or help out a teammate.
When in Control of A and trying to recapture B:
- Use grenades to flush out enemy players if the point has been contested or captured. When they push out use your weapons to finish them off on the side they’ll likely “pop out.” Grenades ought to be positioned behind that pillar on the left or right side of the hill to force movement on the opposite side (throw a grenade on the right, enemy player pops out on the left)
- Switch between the “B DOORWAY” and “DIRT PATH” while assaulting B. I attempt to regularly jump between both locations during any given recapture endeavor and basing my push on my grenade placement.
- Use the "MIDDLE TUNNEL” if your teammates are attacking at “B DOORWAY” and “DIRT PATH”. This relieves some pressure off of you while enemy players are concentrated on your teammates. Tunnel can be a death trap, if you’re trying to proceed through this area without your teammates.
When in Control of C and attempting to recapture B:
Keep applying grenade pressure!
- Attempt to combine using the 2nd level of the broken brick building and the back ramp.
- From time to time use the "BRICK TUNNEL" to contest or engage an enemy but once you commit to this area, it may be hard to get out of trouble.
- The “BACK RAMP” may be used if your teammates are attacking the brick tunnel side, enabling extra cross fire.
Your choices are restricted when attempting to recapture B from C. Flanking can switch the spawns, however it may be worthwhile to attacks from B Doorway and Dirt Path if you can time it with your teammates push. Your back will be exposed to enemy players spawning at A.
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. If it's content you want to keep seeing I'll keep posting. Here's Become Legend: Trials of Osiris edition.
Become Legend: Trials of Osiris - Rusted Lands
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/OrionTheTitan. I made a small tweak to show the correct Heavy location elimination and named the Beach House.
Positioning
Rusted Lands is about a medium-size map that allows all kinds of playstyles. 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.
- Water Tower to C Beach - This is one of the most common lanes that players challenge. If you want to challenge it's best to try from Mini Room if you spawned Alpha or from Truck if you spawned Bravo. These spots both allow you to fall back easily. There are more advantageous positions at C because of the walls, be careful sniping from Alpha spawn as you're at a disadvantage. To maneuver through to C without being in a lane, run behind Water Tower to Lower Special and hop in via Ninja. The opposite is true for Bravo spawn, head through C to Ninja and you can position yourself to see through the field.
- Ninja to A - This is another common place to snipe because you can lock down the field. Be careful if you're sitting in Ninja, it's easy to get grenades into this area from Bottom Field or Pipes.
- B Stairs to Rubble - Players who spawn Bravo side have an advantage on the capture point so it's easy to sit near Rubble or Beach House and snipe across B. Players often choose to snipe from B Stairs but it can be difficult and you're more exposed here as Rubble/Beach House have plenty of room to fall back and still see the capture point.
- P.O.G.A. to B Ramp - This is another lane players choose to snipe when playing the capture point. P.O.G.A. has the advantage of the Half Wall to hide behind and B Ramp is open to crossfire from players sneaking up Rubble.
- Top Field to Bottom Field - An uncommon lane to snipe as most teams will try to take B. Both positions provide easy cover and maneuverability, but also allow easy flanks from their sides.
Primary/Shotgun Paths
Looking to close the distance, move through cover.
- Alpha spawn offers a couple channels for pushing up on the enemy. Rush behind Water Tower and you can move into B pretty easily by taking the path through the field and leaping over the Tank. Be ready to engage possible rushers from Bravo at B Stairs or B Ramp.
- Rush Water Tower and move towards Low Special to avoid the sniper lane. From here you can move through cover to P.O.G.A. or into C through Ninja. Be sure to check your radar before moving into these dangerous positions.
- Lastly, the fastest of Guardians may choose to take the suicide tunnel to catch players moving from Bravo spawn into B. This is a dangerous path to take, it's not called suicide tunnel for being an easy or smart choice.
- Bravo spawns are a bit more limited in pushing. The most obvious place to push into Broken looking to B stairs, you can meet Alpha rushers here more often than not.
- Rushing through C to Lower Special is also an option. This gives you plenty of room to push through A as there is a lot of cover. This is going to be your best route for flanking.
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:
Gunslinger
Run with Combustion and Scavenger, Incendiary Grenades might be preferencial to Tripmines. The map has a lot to offer in terms of vertical space, Bones of Eao are a good choice for Exotic unless you have Tripmines in which case the Young Ahamkara's Spine should help. Focus on Int > Disc > Str for this week.
Bladedancer
Skip Grenades are a given, pair those up with Shinobu's Vow and you'll be able to annoy the enemy quite a bit. Be careful with Bladedancer, there are a lot of open areas to navigate so use it when you can guarantee you'll reach the enemy (Invisibility helps with this). Focus on Int > Disc > Str to be the most effective.
Nightstalker
A standard build focusing on Disc/Str to allow for the "wombo combo" should serve well in a lot of the buildings and cutting off entrances into B. Blackhole instead of Quiver, you want to be able to stop roaming supers and own the capture point with this if you need to use it. Sealed Ahamkara Grasps for more smoke or Graviton Forfeit so you can run Keen Scout are your best choices.
Striker
If you're running a Shotgun then Juggernaut is your friend. Lightning Grenades do well, all other perks are really personal preference though Aftershock can be useful for smashing the capture point and keeping some denial on it. Focus on Int > Disc > Str and grab Twilight Garrison to move nimbly through the air or try for Int/Str and use The Armamentarium.
Sunbreaker
Hammer of Sol can be very useful here, just be careful flying around looking to rain justice from above as you become an easy target for a Sniper. Cauterize is your friend, Fusion grenades are great if you can stick players running to predictable spots but Incendiary Grenades can be bounced around plenty of corners here. Shoot for Int > Disc > Str, the exotic is really your choice. Twilight Garrison will let you move well, Empyrean Bellicose can be used to really trick some foes if you want to snipe from above.
Defender
Ward of Dawn can be very strong here. It's the fastest charging super so couple it with Memory of Skorri. Preference is yours for the perk, Armor of Light is great for winning the capture point but Blessing of Light does wonders for engagements in general. The Helm of Saint-14 or No Backup Plans are your best exotic choices. Stat focus should be Int > Disc > Str unless you're all about that Force Barrier then focus on Str > Disc > Int.
Voidwalker
Axion Bolts are great for zoning, couple that with Voidfang Vestments and you'll be able to keep enemies at bay at the beginning of every round (great for stopping rushers). The Ram is another great choice if you prefer the free Life Steal and bonus armor, the Ophidian Aspect are undoubtedly the best option for a Voidwalker. Stats should focus on Int > Disc > Str.
Sunsinger
The ability to self-resurrect cannot be understated as a game changer, but the normal flow of the game doesn't give Sunsingers much else. Fusion Grenades can be great, you can choose to have two grenades if you want. The Sunbreakers or Claws of Ahamkara are a popular pick for the Sunsinger, the possibility for double grenades and melee without the Memory of Felwinter is very enticing.
Stormcaller
Stormcaller's have a unique build that allows for quick movement and the ability to shotgun well. Run with Ionic Blink, Amplitude, Transcendence, and Electrostatic Mind to get the most out of the build. Shotguns should be the weapon of choice as Amplitude gives the melee a huge range. Claws of Ahamkara should be your pick for exotic, having two melee charges allows you to easily win two shotgun engagements. Stat focus should be Str > Int > Disc.
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
- Pushing C, to gain dominant position for capture point. You can run through Low Special and place someone here looking into P.O.G.A., place another member in Bottom Field using the grates for cover -- this player should cover flanks from B. A third player can push into C via Ninja depending on how you read the radar. This gives you plenty of angles to cover and lets you capture C without getting sniped. If the assault is unsuccessful then you can always back away and rotate to B. This strategy works well for a team good at pushing with Shotguns as opposed to passive play with a Sniper.
- Pushing B, forcing the enemy back to Beach/Beach House. This can be a little bit harder only because it's a longer run. Rush Water Tower and cut up the Field hopping over Tank. Shoot out the explosive barrels at Top Field and send one person to B Path and one through B Door. Your focal points are Broken and B Stairs, where you will meet up with rushers from Bravo spawn. The final team member should look to flank through Tunnel or around through C depending on how far up the enemy has pushed and should have a long ranged weapon.
Bravo Spawn
- This spawn is more favorable since you're essentially defending the capture point. Holding C/Beach is always a good idea, the angles from here allow you to shoot into the capture point area. A Sniper can sit on Truck/C and see most of the area, it's easy to see if Alpha is rushing from this angle and just as easy to back down if you're being shot at. Guard against Ninja, looking Pipes and Low Special with one player. Have another member watching from Beach House or Rubble on rotations.
- Defending B is also an option. Place one member at P.O.G.A. to watch for flanks and the other members are Broken/B Ramp. Alpha can only come through B Path or B Door here and they are dangerous points of attack for the enemy. You leave yourself open for a Tunnel attack but you can also collapse on this attack from both sides. This is the best defense for a Shotgun team looking to avoid sniping lanes.
Lore
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