Ranked guide, Consulate.
Congratulations to Redlight that has won again the quiz with 42 out of 50 points!
There are English subtitles in the bottom!
Consulate is a defended side map on ranked as,
for attacking you are heavily based on strat-oriented attacks.
The map is huge if attackers do not have plan nor idea how to push roamers
and even if they do, anchors can easily rotate to the top floor for a flank.
For the ranked play, it's usually better off to go for a garage defend,
as your roamers can do a bigger role in defending the objectives,
whereas going on the top - you can rely mostly on C4s.
Also, on any objective, you pretty much can roam on any of the floor
and still be very useful to your team, like Pulse can from Archives
scan anyone that is rappeling by the Admin windows we will get onto that in a bit later.
Make sure to, as an anchor to open up all the hatches that are not essential to be reinforced,
so your roamers can roam more fluent as well as deny some of the rush pushes, i.e.
Archives push from Admin.
Let's start with objectives, the best one for ranked play is a good fight between Consul/Meeting
vs Garage/Cafeteria, but I'd choose Garage&Cafeteria (some people will say it is Kitchen).
The usual go-to thing for attackers is push through Garage
whilst having a Piano, Hallway, Lobby and Toilet control.
From Piano and the Hallway, they can ruin your every anchor spot as well as
destroy Bandit/Kaid charges by the reinforcements.
If they're doing a Visa push, dropping down the hatch, you can expect a Dokkaebi+Lion+Ying+Glaz rush push.
Mira is not an essential pick,
however you can use her with these 2 mira windows,
one denying Garage&Yellow stairs
and the other one in Garage denying Cafeteria & its hallway.
However, go for an Echo or Smoke and the other recommended operator Mute.
Echo/Smoke or even both of them are there to deny the Garage push.
As previously stated, once attackers have the Piano control, you won't be able to deny
the plant from the Garage itself but with the help of smoke babes or Yokai drones.
Mute jammers are mostly there for vertical play and NOT for horizontal or especially
not to jam reinforcements.
Place one by this desk to deny Yellow stairs drones,
one by the Service to deny the double door between Lobby and Statue,
on this fridge to deny the entrance of the Lobby
and the final one is in the Archives, to deny the Archives drones going to the its stairs.
You can see even more mute spots in the series of Tips & Tricks Mute, on the episode 3
where I cover up Club House and Consulate.
Reinforcements, you will need three by the Garage and four by the Service.
1, 2, 3, 4
These two to secure your Mira play.
The forth one is there to secure, once again, your mira play but against the vertical play from the Hallway.
Two hatches should be reinforced, by Toilet
& Piano.
Place at least 2 barbs by the Yellow stairs,
one by the double door
& one by the Cafeteria door.
The two on the Yellow stairs are there to deny the Garage push as much as possible.
You will need a rotation between sites and a rotation between Cafeteria-Security.
Anchor spots can be found behind the white van,
by the side of white van which has a beautiful LOS towards Yellow stairs
or by the pipes.
You can play on the pipes with the shield on as Smoke,
then you can deny any plant that can happen in the Garage whilst you being safe from vertical play.
One anchor spot can be found in Cafeteria which is proning here.
Some nasty angle can be found from the top by the hatch.
An advanced hold would be a heavy hold on Piano with a preferrably mira window
from Toilet towards Piano.
Second objective is Consul&Meeting which is usually attacked (by coordinated teams)
from Admin with a Hibana destroying Meeting room's wall whilst having a person on the S balcony
cutting the LOS from Meeting to Connector
and probably all way to do the Yellow stairs.
The other way of pushing Consul is through Yellow stairs with a frag grenade that will
eventually land (or capitao's fire bolt)
on the top of the Yellow stairs clear the path of Yellow stairs top.
Recommended operator are Echo and Valkyrie, Echo to deny the plant
and Valkyrie for juicy outside cameras, to see what is going on.
For the reinforcements, you will need 1, 2, 3,
4,
5, 6, 7,
8 & 9.
So, usually people tend to reinforce all three walls, in the Consul, but that is simply
not useful at all and if not, it might impact negative on your round.
With the soft walls, you can deny the Consul push from Yellow stairs,
whereas attackers do not have anything with that LOS.
The wall a bit further is there to add you up
with an additional anchor spot, preferrably with an ADS.
The one wall in the middle of the Connector to block every LOS from the Consul windows on Meeting
& its doorway towards Connector.
This one denies a simple LOS from connector window towards the Front Desk.
Two of the meeting walls are there to allow your smoke/player play in the Meeting behind the bomb
against the Admin push
and the final wall is there so you can deny the Copy window,
in case your strat is based of heavily holding admin.
You have a spare reinforcement to place.
For the barbs, most needing are on the top of Visa stairs,
spiral stairs,
Yellow stairs (preferrably two)
and one by the Consul windows.
Pretty much all of them are to deny pushes through according directions.
Make loads of melee holes on the Connector walls so when needed,
peek through some of them or actually be even more cheeky and make several bullet holes,
so an ACOG player can shut down a push on Consul
or from Visa stairs.
You are making several holes so they cannot just prefire one and get a lucky headshot.
Make a rotation between Meeting and Recepcion.
Before anchor spots, usually you'll want to have a C4 or two underneath as previously stated.
You can play behind the bomb in the Meeting,
Connector (ACOG)
in the Consul by the reinforcement.
You can have an additional nice angle from Toilet towards Visa top stairs.
Another 2 angles can be found that you can use against the S balcony,
by the Connector window and by the Piano window.
One more thing about top floor defend is, if you wish to play heavily in Admin,
you can vault over this and whilst proning you are safe and once you crouch
you'll be able to deny two of the windows.
Additionally you can vault over the reinforced walls.
Advanced hold could be holding with Mira window Yellow stairs push
or Admin push.
Third best objective is hands down Lobby and Piano, where attackers usually rush with smoke through Piano
and plant or take a systematically control of the top floor,
similar of how would I describe on the previous paragraph, Admin or Consul.
However, when they're pushing through Admin, play from Connector/Toilet or even Consul
and reverse, don't play in Consul, if you're being pushed there.
You will definitely need Maestro or Echo to deny the plant
and to see through Smokes;
a BPC would be nice as well instead of Maestro and place it here.
Valkyrie, as an intel operator would be great, to see if they're doing an
an Admin or Consul or a rush push, so you can act accordingly.
For the reinforcement, I will be talking only about anchor ones, as the top ones relies
on the attackers, this site and the last one
is hard to defend in solo or duoQ.
You will need 5 reinforcements in the Toilet, 1, 2, 3,
4, 5 - to allow you play in Toilet.
For the barbs, place two of them by the entrance,
one by the Statue
and one by the entrance of Piano from Yellow, all for obvious reasons.
Make a rotation between toilet and Piano & one more unusual which is between Piano and Hallway,
so you can play aggro on all three windows,
if the wall is soft, you won't be to rotate between rooms if there is a rappelled person on any of the window.
If you wish to play from below with a C4, open up both Lobby hatches, a C4 can reach most of the room.
Make loads of LOS on the top, so you can deny the plant from above, usually with smoke.
With this LOS, you can see even outside,
you can use this LOS as roamers when playing in Garage to deny the Lobby doors.
Anchor spots can be found in the middle of Lobby,
preferrably with a soft hatch and shotgun with you so you can drop if problems.
Destroy this vase to be a bit sneaky
or play in the Toilet.
For our final site, for this objective you NEED at least 4 people with you, if not 5
to have at least semi-hope to win the round.
Basic strat would be defending basement with at least 2 C4s
and a Yokai drone in Tellers so your C4 players can know where to throw.
Attackers usually will try to either enter in Admin, play vertically, deny the rotation
from the visa bottom to the Tellers and try to plant on any of the table in the Tellers,
leaving you with flank options only from Spiral or Yellow.
They could go from Garage as well.
Definitely Echo and Pulse/Valkyrie are recommended operators, Echo for already said reason - Tellers
whereas Valkyrie to see the push where are they coming from.
For the reinforcements, you will need 3 in the Tellers,
one hatch in the Visa,
and rest 6 are in the Cafeteria.
Visa hatch is reinforced against a rush push with Zofia/Ash/Buck.
For the barbs, you will need 1 by the long hallway, 1 by the cafeteria,
1 by the Spiral,
1 by the Visa middle
and one by the Tellers entrance from Statue.
You will need a rotation between Visa stairs and Tellers
as well as between Archive's hallway and Archives.
Open some of the holes so you can deny the plant on the tables as well.
The ideas behind this whole setup is to ignore middle & top floor
and have a heavy hold in the basement with AT LEAST 2 C4s and a Yokai drone.
You should be fine (theoretically) as long as you have Archives control,
as then, they won't be able to plant in the Tellers.
For the Anchor spots, you can play around Cafeteria or the hallway between Cafe/Archives,
the barbs on Spiral and Visa stairs are allowing that kind of play.
The barb on the Long hallway is there to force attackers
destroying it or they'll get prefired very easily,
the two walls in Cafeteria facing Security are simply tunneling attackers onto that hallway.
You can play with this beautiful angle from Archives all way to the Long Hallway.
A less known angle is with actually a LOS from this dronehole towards close of the outside Lobby stairs.
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