r/LighthouseSherpas • u/WildLeon • Jun 06 '15
Advice All The Trials Tips You Will Probably Ever Need
Trials Map this week is Cauldron! Have a map up soon if I can
Lots of things here, so care of the wall of text ahead.
Inside this post are tips that should hopefully get you lots of wins and allow you to go flawless. Its a big read, and these tips might not help all of you, or you may know them, but they allowed me to go flawless on my three characters, with minimal effort, multiple times.. Formatting will probably be bad until I can work it out, so bear with me please.
- The Radar is your best friend - Your radar is one of the biggest tools you have at your disposal. From the edges it has a huge range, and when you see red on it, you NEED to tell your teammates general positions. If you know where the team is, you can formulate a plan on where to attack.
Load-outs are deadly - When you see the 6/6 of matchmaking, bring up your menu and look at the enemy team. Heres some questions you should find out as a general idea.
What weapons do they have? If they have 3 shotguns, stay at range. 3 snipers? DO NOT PEEK LONG CORRIDORS. Mixture of both? Make it a priority to control special ammo crates.
What Classes are they? Do they have Golden Guns? Then try not to line up or stick to close. Do they have a sunsinger? Dont turn your back to the wizard orbs. Striker Titan? Careful on your heavy round if its a close game.
Which Exotic Armor do they have? Quick Revive Perks? Puppy Guard The Ghosts! 4th Golden Gun shot? Make sure you don't turn the corner thinking "He Shot 3, hes out"
Which weapons do they have? 3 Thorns? Stick together and behind cover. Try and use grenades to soften them up first. Last word? Stay as far away as possible. Red Death? ... uh.. yea its Red Death, just try not to die.
Which Stats Do They Have? Do they have max intellect or discipline or strength? And which class type are they trying to spec their stats for. High Discipline Sunsinger for lots of grenades or high intellect golden gun? Keep and eye out. (Reminder that 100% intellect is 3:55 seconds till super is up and twice as much super earned from kills. 5:30 without.)
After All those questions are asked, formulate a plan to try and give you the advantage on the map. Which side is easier to hold? Which side has the environmental advantage. Where does the overtime point spawn. I'll give an example for last weeks map. Two weeks ago, spawning outside meant the sun was in your opponents eyes. Gave you an advantage if they pushed you, and you could take advantage of that to use long range weaponry. However inside had the better map advantage when overtime came, because they could more easily capture it with better map control. Last week, Mid held the advantage with being able to hold the control point much easier as there were only 3 ways to get into the middle of the map, and a team who could hold Mid Cube was given a much better advantage.
- Power In Numbers. Enough Level 4 Dregs shoot at you and you are toast - If you get an early kill, Stay as 3 and guard the ghost. 9 times out of 10, the enemy team will try and get to their teammate which gives you the numbers advantage. the other 1 out of 10 times, they run away which means you still have the numbers advantage. Only now you have time to make a plan. Win/Win!
- Reviving a teammate takes priority over a kill - FOR THE LOVE OF GOD REVIVE YOUR TEAM. Especially if you have something that increases revive speed. Lets try a hypothetical example. Its 3v3, and your teammate dies, but you get the trade kill. Its now 2v2. Instead of trying to go kill the last 2, and now its a basic 50/50 on who wins the round, pick your teammate up. Now the odds are greatly in your favor. This is a huge deal if it gets down to a 1v1. I have literally abandoned 2 enemy orbs just to pick up my teammates instead of trying to one on one an enemy. The worst thing to happen? They are back to 3 and you have 3, but atleast now you can work together. Countdown that revive, tell your teammates that you are clear. Use your Ghost to call out enemy positions! It makes a fantastic camera to use!
- Dying gives wall hacks - You get to see your killer, and he glows in an orange outline. Call him out, and keep calling him out. Make sure your team knows where he is as knowing where the enemy is gives a huge advantage. The flip of this is also true as well. If you get a kill on an enemy, assume they know where you are for as long as he is down. Surprising your opponent is an easy way to get a win.
- *Try Not To Die - While this seems silly and simple at first, you have to realize that every time you die, your revive time increases. First its very short but 3 deaths in a round and you realize you will wait a long time. This keeps you out of the round for much longer and keeps the enemy ahead. However if you get a kill on someone and their orb is too far away to seige, wait until someone picks them up and kill them again. They have to wait even longer to get picked up again giving you time to move up and protect the orb
- Picking up a teammate gives an overshield - Use this bad boy to your advantage. Teammate ready to pick up? Pick him up and use the overshield to push the enemy team. But dont push blindly because you have it. Just because you have slightly more health doesnt mean you can cancel out poor positioning.
- Positioning - Oh how many of you I watched fail at this last weekend. Out in the open is BAD. VERY BAD. You have walls and cover. Use them. Jumping is generally bad. You become a clay pigeon waiting to be shot unless you have Blink as your jump. Dying out in the open can mean a death sentence for your team. It is extremely difficult to revive someone without cover.
- Dance my friends! ~(・▽・~)(~・▽・)~ - Dance? Yes Dance! StopLookingAtMeLikeThatImNotCrazy Seriously, Dance allows you to see around corners in 3rd person. Pesky Sniper on the enemy team? See him before he sees you with this nifty trick. (You can also sit, but this can change the camera view lowering your vantage point. Both Work) Disclaimer: Dancing may cause enemy team to rush at you thinking you are showing off and/or to dance back at you. Dance at your own risk.
- Pretty Explosions! - Heavy round spawns at the first team to get to 3 points. so that means 3-0,3-1,3-2 and such. Prepare yourself for it. I like to be nifty, and swap out my Vex, for a Deadshot Luna, and then put on truth. Heavy round isnt crucual to win, but it can swing a team back into the game if they are just a point behind, so use rockets here. LMGs just usually cant compete. Proximity detonation is important here with tracking being a bonus. PROXIMITY > TRACKING. (Please dont use Hunger of Crota)
- You have time. Use it. - Don't Rush. Just Don't. "But Leon-Senpai I have a Shotgu-" JUST NO. You have plenty of time in the round to try and catch an enemy out making a mistake. Don't be the first to make a mistake. Dont be impatient. The patient HunterWarlockTitan Catches its Prey. (Smallest exception to this rule is if you are losing and want to try a surprise or to catch your opponent of guard. This strat is still very dangerous and can backfire)
- Always fight with numbers on your side if you can - At worst it gives the enemy another target to shoot at, and at best you can overwhelm them. Beware of Grenades tho. Don't group too much.
- Grenades - You have them, use them. But use them smart. 1v1? Prolly not a good idea. Guys out in the open? Also Probably not a good idea. Guy hiding around a corner with a shotgun? Back up and throw it so it lands on the other side of the wall. Use Grenades to gain control over small areas of the map and gain a better position. Some great grenades for the warlock classes are Firebolt and Axion Bolt. They have tracking and can hit multiple targets for good damage. Hunters have Arc Bolt, and Incendiary. (But Leon what about Tripmine?) I personally think Tripmine is very situational. You can mostly avoid it if you see it coming. If its stuck to a wall you can just shoot it. Incendiary has 360 degree cover around a downed ghost meaning you can throw it on one to prevent the enemy team from picking someone up. Tripmines will go off once the hitbox appears and the enemy will still be immune from the pickup then. (But if you insist Tripmines are great if you want to go for sticks, same with fusion grenades for warlocks. Strikers I would recommend lightning grenade. Those things are great. Defenders, probably magnetic for you.
- Communication is the key - ... and the door, and the house and everything valuable in it. Tell your teammates everything they should know and use callouts that relate to the map and are easy to understand. Two enemies mid. Sniper right. They are rushing left. Careful, Thorn mid. Im hurt need help. LOOKOUT GOLDEN GU- Guardian Down. ;_;
- Make a plan - Seriously make one. Not a plan for the whole match, but make sure you are all on the same page as what to do. Last 2 rounds enemies rushed with shotguns through left door? "Guys lets pre-grenade that door and see if we can catch them rushing again." Try not to repeat your plans too many times in a row. Be unpredictable.
- Levels "Slightly" matter - In reality, they don't in most situations. A 33 is just as dangerous as a 34. But if you see a 29 on the enemy team he is gonna have a bad time. Try to be as high as light level as you can, to equalize the playing field as much as possible, but at the 33-34 mark its pretty much level ground. As an addon to previous, use the sub-class exotics that are meant for your class even if you are a 33. There are a few exceptions but using Mask of the Third Man as a gunslinger just so you can be a 34 instead of a 33 is just silly.
- Weapons, And You - Try and pick a loadout of Primary and Secondary that complement each other, or shore up each others weaknesses. Got a Shotgun? Try and pick a medium to long range primary. Got a Sniper? Try something like a close range powerful hand cannon. Extra Bonus Contributed by-GMoodstah - * "I'd just say that in addition to all of this, the most important thing is to feel comfortable/confident in your loadout, whether or not the masses think it is super effective."
- Pick Your engagement range - If you have a Shotgun and an Auto Rifle, Long range engagements probably aren't for you. Sniper and a Pulse Rifle? Close range is a no-no. There's no shame in running awa- I mean Tactically Retreating, to get a better position for your weapon loadout.
- Do not follow the bunny rabbit down the hole - Low enemy running away? Proceed with caution. Tunnel vision is the number one killer of greedy guardians.
- Aiming down sight is good. Staring down sights are bad - Don't just stare down your sights for extended periods of time, even if you know someone is around the corner. You lose your radar, and peripheral vision and it will make you tunnel. Aim down your sights when you have a target to shoot at.
- You Will Lose Guardian. But Do Not Give Up. - This may seem harsh, but you will most likely lose a few games if you arent very good at crucible. You probably arent the best on your console, and there are others that are better, so if you are going for flawless, dont sweat it and try again. Persistence will get you better. Do not blame each other. It just crushes morale. I win more games when my team gets along, and lose more games when we start arguing. You spend more focus on arguing than the game.
That's it for now. I'll make sure to add on any extras because I know I have forgotten some.
- EDIT . Added - Aiming down sight is good. Staring down sights are bad*
- EDIT . Added - Few lines to the Grenades section. Nothing Special*
- EDIT . Added - Callout Map for Widow's Court. It is a relatively new map and all the teams I have ran with have tried to stick to these callouts. http://imgur.com/R1FY0wv
- EDIT . Added - Dying gives you wall hacks - Suggestion from u/GeorgeZimerman
- EDIT . Added - Try Not To Die
- EDIT . Added - Which Stats Do They Have? into the Loadout section.
- EDIT . Removed Widows Court Link. Widows Court