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Sky

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Understanding the Spawn System on Pure Helodeck

Sun Mar 06, 2016 4:52 am

seems this got deleted with the forum renovation. so, repost.


Hello;

you know, when you play Pure Helodeck TDM, and it's going *well*, half the other team can't stop complaining about the spawns.

Well, i don't. I LOVE the spawn system in PHDTDM and that is because i understand it.

Now, i will explain it to you, so you too can understand it, and enjoy playing this gamemode to a whole new level.




THE BASICS

BLR uses a simple enough spawn system - you will spawn in the spawn area which is FURTHEST from danger.
There are many nuances to this but for now let's just tackle the basics.

At the beginning of every match, each team spawns in their primary spawn area; one is in front of the truck (not behind it) in the helicopter room, and one is under the spiderbot.
Each area has spawn spots where your team is distributed, so you might individually spawn behind the truck or behind the crates.
These spawn spots will be where you spawn after the game has started. Each spot can spawn 1 player (and sometimes spots close to each other can spawn different teams).
There are multiple spawn spots in each spawn area. If all are full, you can't spawn there.

Now that game has started, both teams rush to each other. As people die and wait to respawn, the game does this sort of reasoning.

1. an enemy close to a spawn is bad
1b. multiple enemies close to a spawn are bad
2. distance from the enemy is good
3. teammates close are good

each enemy's presence inside a spawn area detracts from the spawn score. each friend inside the spawn area adds to the score. distance from the enemy adds to the score.

the spawn area that has the higest score populates the spawn spots.


You will notice that on helo games with strong camping (one team on each side of the map, fighting in the airstrike room), you will constantly spawn in the same spawn - in the room with your teammates.
This is because they are "locking" the spawn. The score that comes from them being close by will always make you spawn in a spawn spot in the same spawn area.

If enemies charge through, their score (from being inside to the spawn area) will make the spawns be worth less. If many of your teammates are inside that spawn area, you will probably still spawn there, as the score of many teammates is higher than the score of 1 enemy + distance of other spawns.
However, if a few enemies come in, and some teammates die, the score of "furthest spawn from enemy" will become higher and you will spawn far away, provided that there are no enemies close to those spawns.

This is called a SWITCH. Its what happens when one team is dominating and you keep spawning on a different side of the map each time.
It is also a key factor in winning on Metro and on Slumlord.

IF many enemies overrun your position, BUT there are also enemies close to [the spawn furthest from the enemy], then the game will calculate the spawn furthest from these, and spawn you there.

For example, if the spiderbot spawn is compromised, and there is a guy camping the truck in the helicopter room, then the enemy will spawn either A) near the aircraft ladder, behind the fances/crates, or B) in the corridor.

This is why Vortex is so horrible. You are constantly running around from one side of the map to another, just to get 1 kill.


RUNNING THE GAME

There are two basic concepts that everyone can apply when playing PHDTDM; the first is, a spawn is locked when someone is in it. Enemies will not spawn behind the truck as long as there's *that guy* who camps with AMR, as he is locking it.
(this is not entirely true. it is possible for someone to spawn in a spawn spot, even if there is an enemy in contact with a different spawn spot in the same spawn area - however, the score of the other spawns must be extremely bad for the game to think that the one you are in is better than the others.)

The second is, if your teammates are overrunning an enemy position, and you see all your team rushing the last 2-3 guy.. the enemy will not spawn there - just turn around and look for the area of the map which has nobody of your team in, and is furthest away from the major part of your team - this is where the enemy will spawn.


Sure, if YOU rush to where the enemy will spawn, YOU will lower the score of the spawn area and possibly make the enemy spawn somewhere else.

But you have to consider how many of your own teammates are close to the other spawns.

By looking around, you should be able to guess the score of each and therefore the area that the game will pick as "safe". Go there and pwn everyone.
(note; due to yet another bug, people tend to "jump" when they respawn - start shooting as soon as you see they have ended this jump, as they are immune to damage for a fraction of a second after spawn... unless you have fire or tox ammo, in which case fire anyway, because people are not immune to those effects, huehueueheu)

You can also move to a spot where the enemy *might* spawn, to make sure they don't. This for example can be useful if you have a turret pointed at (the other spawn), and you want to make sure they spawn there, so you lock the alternative.
(this is one of my signature moves. If i am in the heli room, and i see my teammates have overrun the spiderbot room, and they are moving through the corridor, i will throw a toxic nade behind the truck and then sprint to the boxes in the airstrike room, because i know the enemy will spawn behind the truck.)

Also, this obviously means that if you spawn, and rush the enemy, and you see in HRV that they have overrun their spawn and have killed almost everyone, the probably the enemy has spawned BEHIND YOU. So turn around and kill them, instead of complaining about bad spawns.


SPAWN CONTROL

As it becomes evident, most of this guide is based on being both a competent player, and having enough speed + stamina to actually move around the map. Speed builds have a whole new level of sophistication using spawn control that tanks cannot even begin to imagine (sorry, everyoneinblrever).
Using the system i described above, it is both possible to decide where the enemy will spawn, and where the enemy will not spawn.

There are a couple instances of spawn control which must be explained because they determine 90% of the time the winner and lose of a game.

Also note: Domination has its own rules, as far as i understand, where a node that belongs to you acts as a player on your team, so the enemy doesn't spawn directly on a node you control, however they may spawn near it.
Also, i am not 100% sure about this, but i starting to believe the game counts a turret as a teammate, so dont put it too close to the spawn.
I will include the DOM notes because they are so important.

Metro

The FRONT area (top of the curved stairs, the clean area of the train station, with the two train cars and the depot on the recessed side) and the BACK area; ideally, you want to control the front, and keep the enemy in the back.
The back will almost constantly spawn in that little room with the small corridor in front. You can wait for people to bump into each other, lose the ability to dodge, and mow them down as they try to squeeze through various corridors and openings.

In DOM, there is node A in the back; you NEVER, EVER want to take this node - you will lose the other two, constantly spawn in the same room, find a turret downstairs, enemies will have depots to camp and hide behind, and you will ALWAYS lose the game if you take this node.

On the FRONT area, if teammates are moving too far towards the back area, stay near the creates on your right (near the fenced-off train tracks, the part of the map where you cannot go); one person generally is enough to either shut down that spawn area, or to maybe force not more than 1-2 spawn spots to get activated, which you can farm easily. If you do this, enemies will generally spawn under the curved stairs, so make sure you have a turret facing the doorway to the clean area, or be prepared to sprint there and shuriken/nade the curved stairs.

You never want to switch in Metro, you always want the front.

Piledriver

At the corner near the helicopter there is a DOM node, i think this is node B (not sure); this node is bad. Not as dramatically bad, take-it-and-you-lose as node A in metro, but it tends to make you always spawn behind the helicopter.

In turn, this forces you to run through an open area where you can be sniped from 2 different positions, there are objects people can throw nades at you from, and if you manage to make it to the ramp to the central area, that's where the best players camp, so don't do it.

If some.. guy, takes it and you have to get out of there, go down in the contruction area (or run alone the left long stretch) and go aaaaaall the way to the central elevator, and try for a SWITCH.

Slumlord

Essentially in slumlord, the team that camps the most, wins. The one that has the most idiots running to their death inside or in the enemy's side, will lose.

However, one side of the map is stronger, and that is the BLUE side - this is the side with the truck behind the wall, and the box where you can stand on and snipe people who exit from the central area. I find that the textures here are blueish, so i call it BLUE. The other area is YELLOW, for the same reason, and it's the one with the scaffolding and the jump from the wooden plank.

If you start the game on the yellow side, its generally convenient to make a mass suicide and just rush INSIDE the enemy spawn, hoping for a SWITCH. You always want to control the blue area, and never the yellow area.

Decay

Simply, NEVER go to node B.
You know the spawn behind the crate/forklift? Then you have the stairs (with the depot under them) in front of you, you go up and looking right, there is the main part of the map?
NEVER go there. NEVER ever give the enemy a chance to spawn away from there. Stay slightly forward of center map, and always within sprinting distance of the spawn next to the small steps (depot right in front of you, doorway to corridor on your right, if you enter and you go left, you are in the bottom central area), in case you need to sprint there and lock it.

People who spawn in B have to either go up the stairs, or through the door and then up a second set of stairs that leads to exactly the same spot - you can basically stand in front of them and keep pressing fire, and people will die.

You can also spam nades on this node and people will die.
Easiest map in the game to control.



These are the important ones; the rest are not so dependant on spawn control to make it impossible to win if you have the bad side of the map; however, i can still give you some advice, which helps when you play vs strong players.


Heavy Metal

Try to hold the left side of the map, and let the enemy spawn on the right side.
In DOM, let them have the node near the bottom right (where the flag is, right under the passageway with the stairs and shutter door above it).


Seaport

Always control the center.
In TDM, the ideal situation is where you have the team distributed in a line on 3 spots, which are the center (this is the area with the node right in the middle. You get here with the elevator, and it has the small corridor running under it, and has the grate on the floor), the area which overlooks the flag/containers/snipers, and the APC/big slope/Cranes overlook.

This will force the enemy to spawn behind the white building with the sea behind them.

They have only one way to go, and they need to leave behind the only depot they have to get anywhere.
You can stay inside, hide behind railings, and will inevitably rack up a ton of points as you get easily 3:1 for your team kills.
Once they are dead, retreat and do the same.

You don't want to push into their spawn to get the last kill, retreat and keep the center once you got most of the points.


Trench

Works like Seaport, without even the need to move back and forth.
Ideally, you want your team in a long line which goes from the depot in the corner, after the long corridor, all the way to the small elevator. You will be able to see all your team and control every access to yoru area; at this point, *where* the enemy spawns doesn't matter, as nobody in your team will go below 1:1, any enemy which makes it close enough to get a kill will die.


Vertigo

Hold the central roof. Aaand thats it.


Vortex

Click on SKIP MAP


Safehold

In DOM, rush IMMEDIATELY the central node. Forget about your node, just go for the central one.
The area with the trains is obviously the better one, as it has the sniper's nest, but you can win even in the weaker/ bottom area. The important thing is to hold the middle, with a line that goes from the electrified rail (where you can fall and die, on the left of the map)and the stairs on the right side, under the snipers nest.
Dont push past the middle, just hold the enemy there; if they dodge, the midfielders with AR will just hipfire them, if they ADS, the snipers will kill them. Obviously, holding the central depot is extremely important.

If you have one or two decent players who can flank, this is all you need to do to win.


Offshore

bleah


Containment

Nice map, but many spawns and far away, impossible to control in any way in TDM.
In DOM, the good nodes are (iirc) A and B, while C is bad.
C is the node in the room that has the big corridor, a depot under it (next to the stairs), the smaller shutter door, and the ladder just next to the shutter door.

Don't close the shutter door - it makes it easier for the enemy to pile up behind it and spew out afterwards.


Dropzone

Control the central area.


Deadlock

Camp the terrace like there is no tomorrow.


Evac

Camp the plaza .. you know the drill.
Ideally, i would have 3 people in the sniper's nest, 3 on the stairs above the depot (the two sides of the white plaza), and 2 guys down under the lower area doing body cover and just mowing down everyone who dares run.
While my team snipes everyone who dares not run.


Nuken

In Nuken, the game spawns the defending team (the team WITHOUT the Skorpion) always slightly further in front of the Skorpion; you can exploit this easily by moving half your (attacking) team EVEN FURTHER AHEAD, and let 2-3 people escort the tank.
This way, the defending team will always be sandwiched between the attackers, and you can get many tasty kills from behind.

In the first panel, move 4-5 players after the second bridge, which will be on the right, after the curve and after the large ramp/door with the two APC where the enemy spawns from. Ignore the enemy at first and wait for the spiderbot to arrive; if you have a long range weapon, like HAR or BFR or BPFA, you can take some shots, but STAY ALIVE. the spiderbot and 3 people can manage to get to the first lock if you stay on and behind the second bridge. The pressure you put on the enemy by having the sandwitched between your team of 4-5 and the 2-3 + skorpio is enough that they should not be able to kill the scorpio before the first panel.
You will also have two depots which are easy to get to and plenty of cover.

At the second panel, move on the right side and all the way to the containers which is normally the last section. Just keep mowing down the reinforcements, and soon the tank team is at panel 2 they will have no problem.

At the last panel, camp the exits to the containers.

Just stay 1 step ahead of the spanws and you will have no problem.

If you are defending, RUSH the spawn immediately. Doesnt matter if you die, just stop the Skorpion. You can lock the enemy inside with a bit of luck and some aggression.

If this fails, let the tank pass the first panel and kill it as it is going right after the first bridge, then camp it ferociously.
If this fails.. you have lost the game.


Helodeck

The whole story from before, plus a few more details.

First off, when the countdown ends, PRESS THAT START GAME BUTTON.
Yes the game has started; you should be trying to control the spawns immediately, not "after a little bit of camping". The choice is between being the team doing the farming, or being the team who's getting farmed, so WAKE UP and attack the enemy. You NEED to first scatter their spawns, and when you manage to have 6+ of you team alive and 5-6+ of their team waiting to respawn, then you control them.

If you are mobile enough, IGNORE the people up top. Yes, i said it.
Even a good player is far less effective upstairs than they are downstairs - those people are gimping themselves, let them do it.
Just stay in the areas of the map which are impossible to shoot at from up top (near the walls, in the corridor, under the stairs) and use your numeric superiority to tip the balance. If you need, spam a nade up top to make the campers even less effective.

The only time going up is effective, is to then jump in the middle of their camp area; i do not recommend you do this unless you know you are a hardcore mother and can exploit the 3-4 seconds of surprise you get from popping up behind everyone.

Trying to lock a spawn is admirable, but if you are ONE GUY, and they are all in the same room, rushing in to die will not do it, they will still all spawn there. You just lost a point.

If you spawn and you see all your team on the other side of the map, DO NOT walk towards them - the enemy is about to spawn right behind you; turn, face the spawn, ADS: you are going to do some spawnkilling.

DO NOT be the guy with AMR behind the truck. You are just helping the enemy players spawn with their teammates. MOVE, keep moving until you are basically holding every spawn and the enemy is spawning in ridiculous areas. One thats done, slow down and ambush them when they try to get out of their spawn.

Thats it. I hope this clears it up a bit for you and makes it easier to control the games.
playing QuakeLive 24/7

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DiceZ

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Re: Understanding the Spawn System on Pure Helodeck

Sun Mar 06, 2016 4:59 am

Wow. this is some in depth stuff dude, I might just make a vid trying to explain this in a shorter, more approachable medium :D
Then post it in this thread ofc :P
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Heyilike
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Re: Understanding the Spawn System on Pure Helodeck

Sun Mar 06, 2016 8:29 am

So I know there are methods in competitive BLR to spawn trap people and I know my team did it during the Kawaii Kup. Does the technique for doing that get based off of these respawn mechanics.

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DiceZ

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Re: Understanding the Spawn System on Pure Helodeck

Sun Mar 06, 2016 9:33 am

Heyilike wrote:So I know there are methods in competitive BLR to spawn trap people and I know my team did it during the Kawaii Kup. Does the technique for doing that get based off of these respawn mechanics.

Ye, this is how you control spawns of enemies, this is harder on big maps, but very exploitable on smaller maps like helodeck.

Image

Here is a really crude drawing of key spots in order to block spawns on helodeck.
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Sky

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Re: Understanding the Spawn System on Pure Helodeck

Mon Jul 18, 2016 10:20 am

teeny tiny bump as people might be looking for this later on.
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Re: Understanding the Spawn System on Pure Helodeck

Tue Jul 19, 2016 9:45 am

Sky wrote:seems this got deleted with the forum renovation. so, repost.


Hello;

you know, when you play Pure Helodeck TDM, and it's going *well*, half the other team can't stop complaining about the spawns.

Well, i don't. I LOVE the spawn system in PHDTDM and that is because i understand it.

Now, i will explain it to you, so you too can understand it, and enjoy playing this gamemode to a whole new level.




THE BASICS

BLR uses a simple enough spawn system - you will spawn in the spawn area which is FURTHEST from danger.
There are many nuances to this but for now let's just tackle the basics.

At the beginning of every match, each team spawns in their primary spawn area; one is in front of the truck (not behind it) in the helicopter room, and one is under the spiderbot.
Each area has spawn spots where your team is distributed, so you might individually spawn behind the truck or behind the crates.
These spawn spots will be where you spawn after the game has started. Each spot can spawn 1 player (and sometimes spots close to each other can spawn different teams).
There are multiple spawn spots in each spawn area. If all are full, you can't spawn there.

Now that game has started, both teams rush to each other. As people die and wait to respawn, the game does this sort of reasoning.

1. an enemy close to a spawn is bad
1b. multiple enemies close to a spawn are bad
2. distance from the enemy is good
3. teammates close are good

each enemy's presence inside a spawn area detracts from the spawn score. each friend inside the spawn area adds to the score. distance from the enemy adds to the score.

the spawn area that has the higest score populates the spawn spots.


You will notice that on helo games with strong camping (one team on each side of the map, fighting in the airstrike room), you will constantly spawn in the same spawn - in the room with your teammates.
This is because they are "locking" the spawn. The score that comes from them being close by will always make you spawn in a spawn spot in the same spawn area.

If enemies charge through, their score (from being inside to the spawn area) will make the spawns be worth less. If many of your teammates are inside that spawn area, you will probably still spawn there, as the score of many teammates is higher than the score of 1 enemy + distance of other spawns.
However, if a few enemies come in, and some teammates die, the score of "furthest spawn from enemy" will become higher and you will spawn far away, provided that there are no enemies close to those spawns.

This is called a SWITCH. Its what happens when one team is dominating and you keep spawning on a different side of the map each time.
It is also a key factor in winning on Metro and on Slumlord.

IF many enemies overrun your position, BUT there are also enemies close to [the spawn furthest from the enemy], then the game will calculate the spawn furthest from these, and spawn you there.

For example, if the spiderbot spawn is compromised, and there is a guy camping the truck in the helicopter room, then the enemy will spawn either A) near the aircraft ladder, behind the fances/crates, or B) in the corridor.

This is why Vortex is so horrible. You are constantly running around from one side of the map to another, just to get 1 kill.


RUNNING THE GAME

There are two basic concepts that everyone can apply when playing PHDTDM; the first is, a spawn is locked when someone is in it. Enemies will not spawn behind the truck as long as there's *that guy* who camps with AMR, as he is locking it.
(this is not entirely true. it is possible for someone to spawn in a spawn spot, even if there is an enemy in contact with a different spawn spot in the same spawn area - however, the score of the other spawns must be extremely bad for the game to think that the one you are in is better than the others.)

The second is, if your teammates are overrunning an enemy position, and you see all your team rushing the last 2-3 guy.. the enemy will not spawn there - just turn around and look for the area of the map which has nobody of your team in, and is furthest away from the major part of your team - this is where the enemy will spawn.


Sure, if YOU rush to where the enemy will spawn, YOU will lower the score of the spawn area and possibly make the enemy spawn somewhere else.

But you have to consider how many of your own teammates are close to the other spawns.

By looking around, you should be able to guess the score of each and therefore the area that the game will pick as "safe". Go there and pwn everyone.
(note; due to yet another bug, people tend to "jump" when they respawn - start shooting as soon as you see they have ended this jump, as they are immune to damage for a fraction of a second after spawn... unless you have fire or tox ammo, in which case fire anyway, because people are not immune to those effects, huehueueheu)

You can also move to a spot where the enemy *might* spawn, to make sure they don't. This for example can be useful if you have a turret pointed at (the other spawn), and you want to make sure they spawn there, so you lock the alternative.
(this is one of my signature moves. If i am in the heli room, and i see my teammates have overrun the spiderbot room, and they are moving through the corridor, i will throw a toxic nade behind the truck and then sprint to the boxes in the airstrike room, because i know the enemy will spawn behind the truck.)

Also, this obviously means that if you spawn, and rush the enemy, and you see in HRV that they have overrun their spawn and have killed almost everyone, the probably the enemy has spawned BEHIND YOU. So turn around and kill them, instead of complaining about bad spawns.


SPAWN CONTROL

As it becomes evident, most of this guide is based on being both a competent player, and having enough speed + stamina to actually move around the map. Speed builds have a whole new level of sophistication using spawn control that tanks cannot even begin to imagine (sorry, everyoneinblrever).
Using the system i described above, it is both possible to decide where the enemy will spawn, and where the enemy will not spawn.

There are a couple instances of spawn control which must be explained because they determine 90% of the time the winner and lose of a game.

Also note: Domination has its own rules, as far as i understand, where a node that belongs to you acts as a player on your team, so the enemy doesn't spawn directly on a node you control, however they may spawn near it.
Also, i am not 100% sure about this, but i starting to believe the game counts a turret as a teammate, so dont put it too close to the spawn.
I will include the DOM notes because they are so important.

Metro

The FRONT area (top of the curved stairs, the clean area of the train station, with the two train cars and the depot on the recessed side) and the BACK area; ideally, you want to control the front, and keep the enemy in the back.
The back will almost constantly spawn in that little room with the small corridor in front. You can wait for people to bump into each other, lose the ability to dodge, and mow them down as they try to squeeze through various corridors and openings.

In DOM, there is node A in the back; you NEVER, EVER want to take this node - you will lose the other two, constantly spawn in the same room, find a turret downstairs, enemies will have depots to camp and hide behind, and you will ALWAYS lose the game if you take this node.

On the FRONT area, if teammates are moving too far towards the back area, stay near the creates on your right (near the fenced-off train tracks, the part of the map where you cannot go); one person generally is enough to either shut down that spawn area, or to maybe force not more than 1-2 spawn spots to get activated, which you can farm easily. If you do this, enemies will generally spawn under the curved stairs, so make sure you have a turret facing the doorway to the clean area, or be prepared to sprint there and shuriken/nade the curved stairs.

You never want to switch in Metro, you always want the front.

Piledriver

At the corner near the helicopter there is a DOM node, i think this is node B (not sure); this node is bad. Not as dramatically bad, take-it-and-you-lose as node A in metro, but it tends to make you always spawn behind the helicopter.

In turn, this forces you to run through an open area where you can be sniped from 2 different positions, there are objects people can throw nades at you from, and if you manage to make it to the ramp to the central area, that's where the best players camp, so don't do it.

If some.. guy, takes it and you have to get out of there, go down in the contruction area (or run alone the left long stretch) and go aaaaaall the way to the central elevator, and try for a SWITCH.

Slumlord

Essentially in slumlord, the team that camps the most, wins. The one that has the most idiots running to their death inside or in the enemy's side, will lose.

However, one side of the map is stronger, and that is the BLUE side - this is the side with the truck behind the wall, and the box where you can stand on and snipe people who exit from the central area. I find that the textures here are blueish, so i call it BLUE. The other area is YELLOW, for the same reason, and it's the one with the scaffolding and the jump from the wooden plank.

If you start the game on the yellow side, its generally convenient to make a mass suicide and just rush INSIDE the enemy spawn, hoping for a SWITCH. You always want to control the blue area, and never the yellow area.

Decay

Simply, NEVER go to node B.
You know the spawn behind the crate/forklift? Then you have the stairs (with the depot under them) in front of you, you go up and looking right, there is the main part of the map?
NEVER go there. NEVER ever give the enemy a chance to spawn away from there. Stay slightly forward of center map, and always within sprinting distance of the spawn next to the small steps (depot right in front of you, doorway to corridor on your right, if you enter and you go left, you are in the bottom central area), in case you need to sprint there and lock it.

People who spawn in B have to either go up the stairs, or through the door and then up a second set of stairs that leads to exactly the same spot - you can basically stand in front of them and keep pressing fire, and people will die.

You can also spam nades on this node and people will die.
Easiest map in the game to control.



These are the important ones; the rest are not so dependant on spawn control to make it impossible to win if you have the bad side of the map; however, i can still give you some advice, which helps when you play vs strong players.


Heavy Metal

Try to hold the left side of the map, and let the enemy spawn on the right side.
In DOM, let them have the node near the bottom right (where the flag is, right under the passageway with the stairs and shutter door above it).


Seaport

Always control the center.
In TDM, the ideal situation is where you have the team distributed in a line on 3 spots, which are the center (this is the area with the node right in the middle. You get here with the elevator, and it has the small corridor running under it, and has the grate on the floor), the area which overlooks the flag/containers/snipers, and the APC/big slope/Cranes overlook.

This will force the enemy to spawn behind the white building with the sea behind them.

They have only one way to go, and they need to leave behind the only depot they have to get anywhere.
You can stay inside, hide behind railings, and will inevitably rack up a ton of points as you get easily 3:1 for your team kills.
Once they are dead, retreat and do the same.

You don't want to push into their spawn to get the last kill, retreat and keep the center once you got most of the points.


Trench

Works like Seaport, without even the need to move back and forth.
Ideally, you want your team in a long line which goes from the depot in the corner, after the long corridor, all the way to the small elevator. You will be able to see all your team and control every access to yoru area; at this point, *where* the enemy spawns doesn't matter, as nobody in your team will go below 1:1, any enemy which makes it close enough to get a kill will die.


Vertigo

Hold the central roof. Aaand thats it.


Vortex

Click on SKIP MAP


Safehold

In DOM, rush IMMEDIATELY the central node. Forget about your node, just go for the central one.
The area with the trains is obviously the better one, as it has the sniper's nest, but you can win even in the weaker/ bottom area. The important thing is to hold the middle, with a line that goes from the electrified rail (where you can fall and die, on the left of the map)and the stairs on the right side, under the snipers nest.
Dont push past the middle, just hold the enemy there; if they dodge, the midfielders with AR will just hipfire them, if they ADS, the snipers will kill them. Obviously, holding the central depot is extremely important.

If you have one or two decent players who can flank, this is all you need to do to win.


Offshore

bleah


Containment

Nice map, but many spawns and far away, impossible to control in any way in TDM.
In DOM, the good nodes are (iirc) A and B, while C is bad.
C is the node in the room that has the big corridor, a depot under it (next to the stairs), the smaller shutter door, and the ladder just next to the shutter door.

Don't close the shutter door - it makes it easier for the enemy to pile up behind it and spew out afterwards.


Dropzone

Control the central area.


Deadlock

Camp the terrace like there is no tomorrow.


Evac

Camp the plaza .. you know the drill.
Ideally, i would have 3 people in the sniper's nest, 3 on the stairs above the depot (the two sides of the white plaza), and 2 guys down under the lower area doing body cover and just mowing down everyone who dares run.
While my team snipes everyone who dares not run.


Nuken

In Nuken, the game spawns the defending team (the team WITHOUT the Skorpion) always slightly further in front of the Skorpion; you can exploit this easily by moving half your (attacking) team EVEN FURTHER AHEAD, and let 2-3 people escort the tank.
This way, the defending team will always be sandwiched between the attackers, and you can get many tasty kills from behind.

In the first panel, move 4-5 players after the second bridge, which will be on the right, after the curve and after the large ramp/door with the two APC where the enemy spawns from. Ignore the enemy at first and wait for the spiderbot to arrive; if you have a long range weapon, like HAR or BFR or BPFA, you can take some shots, but STAY ALIVE. the spiderbot and 3 people can manage to get to the first lock if you stay on and behind the second bridge. The pressure you put on the enemy by having the sandwitched between your team of 4-5 and the 2-3 + skorpio is enough that they should not be able to kill the scorpio before the first panel.
You will also have two depots which are easy to get to and plenty of cover.

At the second panel, move on the right side and all the way to the containers which is normally the last section. Just keep mowing down the reinforcements, and soon the tank team is at panel 2 they will have no problem.

At the last panel, camp the exits to the containers.

Just stay 1 step ahead of the spanws and you will have no problem.

If you are defending, RUSH the spawn immediately. Doesnt matter if you die, just stop the Skorpion. You can lock the enemy inside with a bit of luck and some aggression.

If this fails, let the tank pass the first panel and kill it as it is going right after the first bridge, then camp it ferociously.
If this fails.. you have lost the game.


Helodeck

The whole story from before, plus a few more details.

First off, when the countdown ends, PRESS THAT START GAME BUTTON.
Yes the game has started; you should be trying to control the spawns immediately, not "after a little bit of camping". The choice is between being the team doing the farming, or being the team who's getting farmed, so WAKE UP and attack the enemy. You NEED to first scatter their spawns, and when you manage to have 6+ of you team alive and 5-6+ of their team waiting to respawn, then you control them.

If you are mobile enough, IGNORE the people up top. Yes, i said it.
Even a good player is far less effective upstairs than they are downstairs - those people are gimping themselves, let them do it.
Just stay in the areas of the map which are impossible to shoot at from up top (near the walls, in the corridor, under the stairs) and use your numeric superiority to tip the balance. If you need, spam a nade up top to make the campers even less effective.

The only time going up is effective, is to then jump in the middle of their camp area; i do not recommend you do this unless you know you are a hardcore mother and can exploit the 3-4 seconds of surprise you get from popping up behind everyone.

Trying to lock a spawn is admirable, but if you are ONE GUY, and they are all in the same room, rushing in to die will not do it, they will still all spawn there. You just lost a point.

If you spawn and you see all your team on the other side of the map, DO NOT walk towards them - the enemy is about to spawn right behind you; turn, face the spawn, ADS: you are going to do some spawnkilling.

DO NOT be the guy with AMR behind the truck. You are just helping the enemy players spawn with their teammates. MOVE, keep moving until you are basically holding every spawn and the enemy is spawning in ridiculous areas. One thats done, slow down and ambush them when they try to get out of their spawn.

Thats it. I hope this clears it up a bit for you and makes it easier to control the games.


oh wow, wish i could +rep.

can't wait to exploit this knowledge and get hackusated in game, oh wait, i already do :D
Hacks I use: Full automatic aimbot, Player build hacker, Player location prediction scanner, Map vantage point scanner, Automatic 6th sense, Predictor reaction adviser, Rage-mode killer, Artifical Intelligence, 360 no-scope, Audible warnings

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Noisi4

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Re: Understanding the Spawn System on Pure Helodeck

Fri Jul 22, 2016 8:20 am

sky i thought you quit the game tho :P
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Sky

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Re: Understanding the Spawn System on Pure Helodeck

Fri Jul 22, 2016 6:06 pm

well i stopped in august and started again in .. idk, may? june? about 4-5 weeks ago.
playing QuakeLive 24/7

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Sky

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Re: Understanding the Spawn System on Pure Helodeck

Tue Aug 02, 2016 6:37 am

addendum:

Outpost:

the best nodes are by far B and C.

B is the central node; when you start the game, if you have firewall (you do, right?) you should ignore your spawn node and sprint to this. capture it even if you die. if your start is C, run inside the doorway, up the stairs, and turn right. you dont have to jump, just sprint towards B, you will fall on it.
if your start is A, run through the little corridor, turn left, jump into the covered ledge. nade the doorway to yoru right and hack the node.

C starts have an advantage as they can rush B (lol) and have full view of the enemy model, while A starts only see the heads of the enemies.

once you hold both B and C, stay on the roof. the enemy will spawn almost exclusively in A, and the only have two exits: through the small corridor, or from the market side *the thinsg that look like market stalls*.
Sure they can go north of the map, by the APC, but they have to walk by the small roof, where they eat nades and AR bullets.

the enemy can occasionally spawn near C, but this happens only if you push into their A area, which you should never do. Also, if they do spawn on C, they need to go up one of two sets of stairs, that are easily naded / toxed / shuriken.


if you are caught with A only, i suggest you go down by the market side; you have two choices, depending on where the enemy is. if they are between you and C (on your left), sprint into the doorway on the right (the one directly in front of B), go straight (not up the stairs) and try to attack the C defenders from behind.
if the defenders are behind C (where there is a stairway to the main roof), sprint left after the market exit, and nade the passage between the roof/APC, and try to steal C.
Don't try to steal B because you will be just wasting time. Unless they are a bunch of retards, ofc.


Convoy:

B and C again.
A is much further down. there are plenty of movement options on this map, but if you hold back, behind the midfield, you should be able to prevent anyone ever touching your node.
Also, B and C have easy support depots with camper's nests with LoS to C and easy nades to B.

If you want to push towards the enemy, the room on top of the steep stairs is actually a good defence stop. Remember to watch for the snipers in teh small nest in front of you. Sure there is the small doorway which is the exit from the tiny ramp by the APC depot, but in my opinion, it's a death trap.
Also you can fall back easily to cover B. The landing overlooking B should always have defenders.




Rig is specular, so there is not much to do here. i prefer the central control room as a camping spot, because you can actually nade the roof doorways of both spawns!!
As always, hold the midfield and watch for spawns behind you.



unfortunately i've not had much chance to play DOM here so i don't know the spawns well, but i will update this if i figure them out.
playing QuakeLive 24/7

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