Once someone grabs the Spark, you'll either defend your Spark carrier or attempt to kill the enemy team's Spark carrier-whichever team got the Spark first. You can still shoot and use abilities while holding a Spark. All debuffs make killing the enemy team much easier. Solar builds can trigger Ignites, Arc builds can inflict Jolt, and Void builds can Suppress or Weaken foes.Make Shaxx proud by throwing as many grenades as you can muster. Use Your Abilities: Your abilities recharge absurdly fast in Eruption and lead to easy killstreaks.Consider using Healing Grenades or some sort of Restoration effect to stay alive when you become Primed. ![]() Use Solar: Solar subclasses have easy access to healing effects and Radiant.Actively move around the battlefield, looking for enemies whenever possible. Keep Moving: The Primed mechanic heavily discourages camping.The first team to 150 points wins the game. Defend your Primed players, become Primed yourself, and try not to explode. A high streak will mark you as a priority target for everyone in the lobby, initiating Iron Banner's Hunt mechanic. In essence, you're trying to go on the longest killstreak possible, gaining additional energy per kill. If you fail to kill an enemy in 15 seconds, you explode.You are marked on the map for all players.You are worth three points to the enemy team.Kills grant 40% ability energy and 12% Super energy.Immediately initiates The Hunt, granting everyone 10% ability energy and 5% Super energy.Kills grant 20% ability energy and 10% Super energy.Ward of Dawn makes capturing zones easy, and one-and-done Supers like Blade Barrage can help counter defensive Supers. Use Your Super: Supers can swing an entire match in your favor.If your team is fighting to capture a third zone, prepare for enemies to spawn behind you. Pay Attention to Spawns: Most teams will spawn near their captured zones, but pushing the enemy team's sole flag will flip spawns.Try your hardest to capture and hold two zones throughout the match. Zone Advantage: Holding two points will grant Zone Advantage, accumulating more points per interval than the enemy team.Capture those zones, defend them, and defeat as many Guardians as possible to win. ![]() This lockout lasts for roughly 30 seconds and greatly improves the points generated by kills. Just about every Destiny player knows how Control works, so how does Iron Banner mix it up? The Iron Banner version of Control features "The Hunt," locking all three zones when captured by the same team. Your goal is to hold two or all three flags simultaneously, prevent the enemy team from gaining ground, and grab Heavy ammo whenever it spawns to turn the tide. Capturing a zone will grant your team two points at every interval (roughly five seconds). Control is the current game type, lasting from May 30 to June 6.Ĭontrol is a 6v6 game type where players fight to control three zones on the battlefield.
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