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| ===Turf War=== | | ===Turf War=== |
| In Turf Wars, Urchin Underpass is a very open map due to its wide central region and myriad of paths to approach the enemy side. The spawn area has a lot of space that is unlikely to be inked by enemies except by Inkstrikes, making them ideal for Sprinkler spots at the start of the match. The pit in front of the spawn area is another good Sprinkler spot to charge your special while you proceed to the center. One more notable Sprinkler spot is the metal beam running over the gorge at the center which is both hard to destroy for some weapons and continuously inks a contentious area.
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| The number of paths and positions at the center makes the battle quite varied depending on team composition. The ledges forming the gorge in the middle is a good spot for frontline, ranged weapons with good sight lines for firing into the enemy side and respond to attacks from the side. While it's fairly exposed, there is a wall to provide some cover against enemy fire. The side paths and the gorge at the very center is the battleground for aggressive flanking weapons. Being boxes in from both sides limits your options for a safe retreat, though the trees on either side gives decent cover. The ramp on the enemy's right is a good flanking route since you're slightly obscured while climbing it, and puts you to the side of foes fighting at the ledge for sudden sneak attacks. Swimming up the walls of the gorge can also surprise enemies and can be deadly if your weapon can kill quickly, but it also puts you right in front of your targets' crosshairs and leaves you easily surrounded.
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| Chargers and other long-range weapons like to stay around the large ramp next to the battlements on the allied left side of the map. It gives a wide view of your team's side making it a strong spot for defensive sniping, and there's lots of space to move around or retreat when enemies approach. The battlements themselves are another staple sniping spot that covers the ledge and the gorge, though annoyingly the trees can block your shots. It is very safe from ambushes as enemies have limited ways of reaching you, the most straightforward of which involves swimming up a wall to the side of the gorge in full view of both the sniper and any players fighting at the center. The corridor that runs through the battlements is also narrow which limits the mobility of a flanker.
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| Due to the open nature of the center, one team can occasionally push quite far in to the opposing side. This push generally stops in front of the unclimbable ledges or the pit in front of spawn. This is the ideal spot for the losing team to mount a comeback, as you have a significant height advantage and the enemy is forced to fight in a narrow bottleneck. This is the best spot to pick off enemies and force a retreat so your team can gain some map control and even the scores.
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| ===Splat Zones=== | | ===Splat Zones=== |