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| ===Tower Control=== | | ===Tower Control=== |
| The tower begins at the very center between the two small ramps of either team. It moves to the square and into the alley beside the hill. It continues to follow the path into the enemy base and comes to a stop at the winding ramp. The exit near the winding ramp now has an inkable block placed on the opposite side to give attackers another path to approach. | | The tower begins at the very center between the two small ramps of either team. It moves to the square and into the alley beside the hill. It continues to follow the path into the enemy base and comes to a stop at the winding ramp. The exit near the winding ramp now has an inkable block placed on the opposite side to give attackers another path to approach. |
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| The tower's starting position is in a very chaotic spot, right in the valley with the platform roughly level to either team's ramps. It's pretty easy to get on to the tower where it initially rests but you're likely to get taken out due to being right at the center of battle at ground level with little cover. Since enemies may come from the front and even the sides through the valley, the tower isn't going anywhere until you've beaten back the enemy team a bit. Even then, the first 20 units of the journey takes place on a flat plain where enemies can easily surround you, but also allows you freedom to escape off the tower and engage the enemy team.
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| Around the 70 point mark, the tower passes by the tall ramp where the defenders get their first big terrain advantage in the form of high ground relative to the tower. The lone pillar and the ledge behind it lets the defending team fire at the tower with relative safety, while the ramp beside the tower lets enemies with less range attack players on the tower without having to climb on to the tower or firing at it a low angle. Control of this ramp is key as it forces the enemy team into the narrow choke the tower goes through, especially on the attacking side. At this point, the defending team's flank routes become more effective as the focus of the battle shifts inward from the center.
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| Progress is going to be slow beyond the 50 point mark. Once the tower ascends beyond the ledge by the tall column, it is briefly very hard to reach for the attacking team if they weren't on the tower already, due to the uninkable walls of the ledges. This forces any stray attackers to circle around through the path with the grate wall to reach the tower and continue the push, while the defense has a solid height advantage along the tower's path which is safely reachable from spawn. There is a climbable wall added to help attackers get on the path above the goal and break up the defense, but taking this path leaves you heavily exposed right in front of the enemy's spawn.
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| ===Rainmaker=== | | ===Rainmaker=== |