Full map analysis and opinion for beacon rush.
Dec 1, 2018 20:33:10 GMT -5
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Post by kevinwhit on Dec 1, 2018 20:33:10 GMT -5
Disclaimer: this is all opinion and is based on my experience playing beacon rush. I exclusively play beacon rush so this will be tailored to it, however some tips will also be useful in dom. Finally, I will not be providing specific builds or positions for each map. You can find some great info on this on the War Robots wiki. Instead I will be covering general macro tactics for beacon rush on different types of maps.
Also if you were not aware a home beacon is a beacon that is generally held by one team and does not change often while a contested beacon is one that both teams can hold and fight over, these are the beacons that decide the game.
Ok let’s begin
While each map is different and prefers different play styles, each maps beacon placements can be split into 4 categories based on which beacons are contested. Here are the 4 categories.
1. 4 home beacons, 1 contested beacon
Maps; canyon, carrier, Yamantau, castle
These maps have 4 uncontested beacons (2 for each team) and one central beacon that decides the game. To win, you MUST hold this central beacon. This means using fast bots to get the first cap and then concentrating all firepower on defending that beacon. If you don’t get the first cap then you will have to make a costly assault where you will often lose 3 or more bots to take center. While center is most important, don’t let a sneaky kumi take one of your home beacons because you WILL lose if this happens.
IMO these are the worst type of maps with stale gameplay as there is only one way to win. These maps often have the most campers as people are afraid to go into the central death trap, I really don’t like these maps.
2. 2 home beacons, 2 partially contested beacons, 1 contested beacon.
Maps: valley, dead city, Springfield
These maps have 2 uncontested bacons, 2 beacons that favor one side but can be taken and one central beacon. In these maps, center is also very important however it is not the end all strategy. If you start with center, defend it hard but be on the lookout for flankers. If the other team gets center, first distract them by sending 1-2 bots at the partially contested beacon. Either you capture this beacon or you draw away their forces, allowing you to cap center.
IMO these are good maps with multiple strategy options, there are many oppurtunities for flanks and combacks as there are multiple paths to victory.
3. 2 home beacons, 3 contested beacons
Maps: Shenzen, Rome, dreadnought
These maps have 2 uncontested beacons and 3 beacons in a line down the center. For these maps, starting position matters greatly. Personally, I would send cappers to the 2 side beacons over the central beacon, as if you only have the center then you will be attacked from 3 sides and eventually overwhelmed. If you have a 2 cap to start and you have one of the side beacons, then push laterally towards center so you can get the 3 cap. Finally if you get 4 caped then there is no coming back, just go for damage and move on.
IMO these maps rely too much on starting position. If your start is bad they you are in for a huge uphill battle.
4. 5 contested beacons
Maps: Powerplant, moon
While some beacons may favor one side, all beacons are contested in these maps. Starting position is not as important and you can comeback from everything but a 5 cap. If the reds are pushing hard for a beacon, often you should just abandon that beacon and push the other side. There is no one strategy that helps you win so you can basically go for any beacon you want and you will probably be helping your team. The only strategy that does not work is camping.
IMO these are the best maps allowing for very dynamic gameplay and lots of beacon transfers.
Put your thoughts and opinions down below. Is there anything I missed? Also if you disagree about which maps are in a category put it down below.
Note: I typed this on my phone so bear with the errors in spelling and grammar
Also if you were not aware a home beacon is a beacon that is generally held by one team and does not change often while a contested beacon is one that both teams can hold and fight over, these are the beacons that decide the game.
Ok let’s begin
While each map is different and prefers different play styles, each maps beacon placements can be split into 4 categories based on which beacons are contested. Here are the 4 categories.
1. 4 home beacons, 1 contested beacon
Maps; canyon, carrier, Yamantau, castle
These maps have 4 uncontested beacons (2 for each team) and one central beacon that decides the game. To win, you MUST hold this central beacon. This means using fast bots to get the first cap and then concentrating all firepower on defending that beacon. If you don’t get the first cap then you will have to make a costly assault where you will often lose 3 or more bots to take center. While center is most important, don’t let a sneaky kumi take one of your home beacons because you WILL lose if this happens.
IMO these are the worst type of maps with stale gameplay as there is only one way to win. These maps often have the most campers as people are afraid to go into the central death trap, I really don’t like these maps.
2. 2 home beacons, 2 partially contested beacons, 1 contested beacon.
Maps: valley, dead city, Springfield
These maps have 2 uncontested bacons, 2 beacons that favor one side but can be taken and one central beacon. In these maps, center is also very important however it is not the end all strategy. If you start with center, defend it hard but be on the lookout for flankers. If the other team gets center, first distract them by sending 1-2 bots at the partially contested beacon. Either you capture this beacon or you draw away their forces, allowing you to cap center.
IMO these are good maps with multiple strategy options, there are many oppurtunities for flanks and combacks as there are multiple paths to victory.
3. 2 home beacons, 3 contested beacons
Maps: Shenzen, Rome, dreadnought
These maps have 2 uncontested beacons and 3 beacons in a line down the center. For these maps, starting position matters greatly. Personally, I would send cappers to the 2 side beacons over the central beacon, as if you only have the center then you will be attacked from 3 sides and eventually overwhelmed. If you have a 2 cap to start and you have one of the side beacons, then push laterally towards center so you can get the 3 cap. Finally if you get 4 caped then there is no coming back, just go for damage and move on.
IMO these maps rely too much on starting position. If your start is bad they you are in for a huge uphill battle.
4. 5 contested beacons
Maps: Powerplant, moon
While some beacons may favor one side, all beacons are contested in these maps. Starting position is not as important and you can comeback from everything but a 5 cap. If the reds are pushing hard for a beacon, often you should just abandon that beacon and push the other side. There is no one strategy that helps you win so you can basically go for any beacon you want and you will probably be helping your team. The only strategy that does not work is camping.
IMO these are the best maps allowing for very dynamic gameplay and lots of beacon transfers.
Put your thoughts and opinions down below. Is there anything I missed? Also if you disagree about which maps are in a category put it down below.
Note: I typed this on my phone so bear with the errors in spelling and grammar