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The PUG Meta Report


Xeon Wraith

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LAST UPDATE: 03/07/2020

This post is intended for new commanders or players to better understand what tends to happen in PUG matches. This is:

  • NOT THE ONLY STRATEGY
  • NOT THE BEST STRATEGY
  • NOT MY OPINION
  • NOT WHAT HAPPENS IN PUBLIC GAMES
  • …Probably not the worst strategy?

After the “standard strategy”, the map goes by order of least “standard-like”.

@Readers : Let me know if you guys want more detailed map-specific information. I’ve been intentionally sparse to avoid throwing my opinion here.

THE STANDARD STRATEGY:

Early game: Focus economy gains. Defend and attack harvesters at the start. GDI’s harvester is generally more valuable to save/kill than Nods'. Capture Silo. Then focus other tech buildings. Watch out for any early rushes. GDI rollouts with Medium tanks and Nod with Arties and a few Light tanks.

Mid game: Focus on crippling enemy economy and gaining veterancy advantages. Kill enemy vehicles and their harvester. Try to secure enough field control to hit enemy buildings for VP. Poke around the enemy team’s defences and look for opportunities for rushes.

Late game: Farm VP for Heroic and try rushes. Elite rocket soldiers are a classic option.

WALLS:

Spoiler

Early game: Mostly standard. All-in rocket rushes are possible.

Mid game: Instead of vehicle spam, spam infantry to the top of the Plateau. Flying vehicles are used as support and transport to the top of plateau. Infantry on the plateau can pressure buildings, kill enemy repairs and vehicles from above.

Late game: Usually rockets, chinook drops and Orca/Apache rushes.

 

ISLANDS:

Spoiler

Early game: No real starting objectives. Nod rollouts with Arties and usually a single Flame tank. GDI rollouts with early mostly Gunners to hold Nod back. Tanks afterward.

Mid game: Mostly standard. GDI must be prepared to defensive buff out with tanks if they get base-locked or infantry rush.

Late game: Standard. Rockets, stealth tank and infantry rushes are common here.

 

WHITEOUT:

Spoiler

Early game: GDI needs to heavily defend harvester. GDI rollouts with early gunners to pressure nod and hold back arties. Standard for Nod.

Mid game: Standard, except tanks are mostly focused on the centre hill.

Late game: Doesn’t happen.

 

ARCTIC STRONGHOLD:

Spoiler

Early game: Mostly standard. Early long-range rocket rushes are possible.

Mid game: Mostly standard, but long-range rocket rushes are still possible.

Late game: Long-range rocket rushes.

 

OUTPOSTS:

Spoiler

Early game: Mostly standard. Nod rollouts with mostly Light tanks and few Arties. GDI generally rollouts fewer Gunners and goes straight to medium tanks.

Mid game: Mostly standard. Nod sometime tries Stank rushes.

Late game: Mostly standard. APC Rockets or infantry rushes are common.

 

EVERYTHING ELSE:

For the most part, all other maps follow the standard strategy.

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