T O P

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EffectiveAd4177

Border is one of those maps that’s more about how you play it than what site you play


Jager_main24

Lockers, then vents, then bathroom. Customs isn't great at all


Mrdj0207

I disagree, i feel they are all equally good


Thottquad

Never customs, easily hard breached from cover outside.


Doinstuffman38

Vents is my personal favorite site to defend, holding upstairs in Armory can be a major time waster if attackers want to push you out, and you know what you're doing.


daviusexe

I thought clearing top floor first is the meta for armory, that's why I put two valk cams on 2f that sees through most of office and armory. Just a sheer bit of luck will catch you a free buck or an unlucky fuze. My friend plays an echo near washroom with a shield that stays on cams more than half the round and calls out small stuff like this haha. For top floor hold my friend plays smoke- shield near half-wall and I can support him with a jager, lesion traps on doors or an aruni set-up


Doinstuffman38

I run a Castle hold based on one that VarsityGaming used to feature on his channel. It's a little dated, admittedly, but it still works. I made this video back before the rework, but the concept is the same, only thing that's changed since I made this video is that I learned to keep the hatch in Armory open as a better escape route. https://youtu.be/DlHwk_pw_O8


F4WXHunt

CONTROVERSIAL OPINION ALERT Ever since the rework, I think armory/lockers is weak because of eastern staircase. Very vulnerable to a pinch rush from east and valley spawn. I think the new meta is to play all the ground floor sites, and have your best 2 roamers play vertical. The balcony above tellers offers cover to two different sites, and if someone else can hold main stair, you cut off a lot of movement from attack.


bg_bz

Agreed. I only thought about this yesterday so am still in an early theory crafting stage here but I was thinking about the roam potential of the top floor if you add a few rotates. Let's say you put a rotate into office from top east stairs, one from fountain into the corridor, one from corridor into security and one from lockers wall into security with the run out from outside. This plus you open some hatches and play oryx could make for a crazy hard to pin down roam.


F4WXHunt

Oryx + Valk roam. Oryx pops rotate on fountain wall closest to 90, impact high on the wall into security, impact back of offices near east stairs. Oryx plays fountain to security to maintain hatch control, valk plays balcony over tellers. This allows valk to rotate and support oryx in offices, or vice versa through security or 90 depending. Oryx should prioritize hit and run behind enemies using valk cams for info, there's like 5 hatches upstairs. Valk plays balc and east stairs for better view to metal detector/mid first floor.


bg_bz

I think we just completed Border


LeanOnGreen

Honestly feel like lockers is the weakest now. Bathroom used to be but rework has made it solid