The cockpit provides an elevated vantage point
from which to observe and snipe at enemies coming from the opposing spawn.
Directly across from the shattered cockpit window is another elevated vantage
point, situated at the mouth of a cave, offering a similar recon advantage.
Both locations can be flanked, but both can also be assaulted from the front by
vaulting onto the rock formations in front of them.
SMGs once again will be dominant here, but there
are plenty of nooks and crannies to hide in an pick people off with silenced
weapon. Keep an eye out for equipment like claymores and bouncing betties that
could make the outer rim and the pathways through the center death traps. Your
two real choices are to camp, or be extremely aggressive. Moving hesitantly
will cost you.
It’s very easy to become entrenched on Detour. A
communicative team will have one or two snipers in the central bunker-like
structure providing above-ground overwatch while the rest of the team splits
off and covers the flanking routes at either side of the map. Rooting out a
deeply entrenched team requires similar levels of coordination, since you’ll
want to have part of the team keeping enemy attention on the central bridge
while a smaller, faster-moving force takes advantage of the catwalks. Note too
that the pipes running along the extreme outside fringe of the bridge function
as platforms, providing a more heavily covered, if treacherous, alternative.
That also makes them ripe for traps.
Assault rifles can work here, but the map is
small, and with the exception of the central areas that snipers can control,
the rest of the map is a good shotgun or SMG arena.
The central, open-air route comes with some
perfect sniper opportunities, both elevated and ground-level. Snipers also have
an advantage in the parking lot spawn area, with the abandoned white van in the
back corner offering perfect cover to watch the ramp, the central
approach, and the office leading to the
indoor paintball course. There’s a definite advantage for teams that start in
the parking lot spawn. The trick with Rush, more than many other Call of Duty
maps, is to learn the various routes. This is a complex and very open map with
a lot of different access points, making it easy to suddenly find yourself
being flanked from directions you wouldn’t have expected.
If you are running a close quarters loadout,
lightweight is a good bet, especially if you spawn in the course instead of the
parking lot. Making a quick break up the elevated left side can give you the
jump on enemies, and with a few teammates helping you, you can control the
entire outside section of the map.
This is a map that favors mid-range attackers
the most, though long-barrel-fitted SMGs can be fairly effective if your
reflexes are quick and your accuracy is spot-on. There’s a few long-sightline
locations that favor snipers, particular the rocky path that runs below the
outside of the control room, but you’ll want to back up your scoped weapon with
something a little less long-range.
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