News - Assault Rifle Tips & Tricks To Get To Crimson & Iridescent Warzone 2 Ranked Play

If you want, if you're meant to be that player, push forward. Because realistically, if you lose that gunfight, they get on the hill, whereas if you push up a little bit further and you've got a loss between their spawn in the objective, even if you lose those kill gunfights, you're going to be spawned SP back, and it's another 50/50 to the hill, so if you can, if you've already got a player on the hill, you've already got a player blocking.

Push up towards their spawn and hold a long line of sight because you're an AR player between the objective and the hill. Now you can obviously do this with an SMG. But there are some very specific hills where you can do this, and it's way more beneficial to do this with an AR because the cuts are in a longer range.

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So yeah, let's say, moving on to now, it's going to be very similar. You're going to hear me use a lot of the same terminology, but the first thing I want to say is that, again, you want to cut off the map with a long line of sights. Now most maps in SND are on MW3. KES to this, so you want to cover most of the map possible with an AR without you know leaving gaps in the setup, and from this, you can sort of open up and so you can watch one line of saying okay, right?

This is clear. I'm watching this and allowing your submachine gun player to push up freely, get into their spawn, and put a little bit of pressure on them. So you can see this in this screenshot here. This is an example of an invasion. Obviously, you can have three ARS on this, which is probably ideal.

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You've got one person back in Palace, one person in Convoy, and one person in SB, and again, you can see they've got the entire map covered from these three positions. And again, they're only holdable with an AR because if you were sat here with a submachine gun, it's simply not going to work, so as an AR player, you need to get into positions like this and provide cover for your teammates who want to push up and who want to be more aggressive whilst maintaining control of both gunfights.

Bomb site Sorry, the next thing I want to mention is that it's your job to support the planter a lot of the times the Submachine Gunner does have the bomb because they can be a little bit more versatile and they can get a little bit more mobile. Get into the bomb site themselves and can get our sticky situations a lot quicker because they've got that much mobility with the Rival 9, so you want to support the bomb plant and hold in loos's that allow the enemy to access the bomb once it gets down.

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Get far away and then hold the bomb from a position in which he can now, if you have a good team, have them plant the bomb for a line of sight that is far away, and your job then could be sitting in the losos and checking it every 7 seconds or so, sitting and watching it from Nana. You could be miles away as long as you're not, as long as you're ensuring that the enemy team can't get to the bomb and access it and diffuse it.

Moving on to control, there's again There are very similar tips across all game modes here, but this is the general gist of what they should be. Again, you just want to be holding the long line on offense. Cut off the map with a long line of size and go to allow the SMGs to push up and apply pressure, opening up the map to the objective.

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Let's take this example again: invasion. Here, you're the blue team, trying to push through. It's essential to have the ARs, which are identified in the screenshot with the yellow arrows, push up the map, open up the map, and just hold this line of sight, so for example, the guy at the top of the diagram here is on the tank.

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Just holding a pre-m down the hole of that street, allowing their teammate behind them, perhaps with a submachine gun, to push up to the hill freely without being caught being worried that they're going to get caught pushing similarly, they can play for a flank, which is what the bottom two, what the bottom pair are doing again.

You've got an AR watching over the middle; allowing the player next to them with a sub or an AR doesn't really matter to push up and get a little bit more aggro and maybe flank the be Hill, so that's just one example. Again, this is doable on every single map, but the player again should just open up the map, hold the line of sight, and allow your teammates to get through that line of sight because you're' winning the gunfights because you're there in the first place.

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Now, similarly, you can do the exact same thing on defense. You want to get into a power position and hold the enemy in their spawn you obviously you got to open the map like I've just explained on offense, , on the other side on defense you need to do that exact same thing but once you can get up into the spawn and don't let them out this is an example of how you can literally hold the whole team in the spawn even with just three players, so obviously Palace spawns are super sticky on control you can have someone Convoy have someone mid tank and then someone on P2, construction area or cube and from there you can see every single exit to their spawn and as a result they're going to be trapped they're going to be really frustrated and it allows your number what your other player to maybe go in and fill the gaps if one of you dies so realistically that's the ideal setup but again it's very similar pattern across all game modes as well as the general tips I said at the beginning of this article.

Play the long line of sights and position yourself in a place where you're likely to win the gunfight. As an AR, you have the ability to play a little bit slower. You can play with head glitches. You want to give yourself the opportunity so that when you do come into a gunfight, you've got a 60% chance of winning rather than a 50% chance.

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Reduce the 50/50 gunfights as much as you can and give yourself the biggest chance of winning. There are head glitches everywhere on the map. Sometimes it's just a case of laying down in the street behind some rebel. That's a head glitch. Use it to your ability because, as an AR, you can play off angles, sit further back, and play your life more because you're not so in the mix and you can see a lot of the map and be impactful.

In those long lines of sites around the map, there's just a bunch of tips. Obviously, there are plenty more specifics. If you have examples of that again, and if you want me to review your gameplay, you can submit a form.

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If you're looking to improve your gameplay with an AR, then this video is for you.
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