Another first-time location this weekend. Frontier is a relatively larger map with large open spaces and two opposing bases with a bridge stretching across a gap. Though snipers will continue to dominate, there are many ways to play this year 2 map.
Teams spawn inside the buildings at opposite ends of the bridge. The indoor spaces provide many angles and obstacles for cover, but in order to control the map you won’t be able to hide in there forever. Snipers should use boxes and walls to get an angle across the gap and avoid staring straight down the bridge. Mobile, aggressive players will have to find away across quickly, but can really wreak havoc on a team hardscoping for too long.
Using the low open spaces to your advantage can be extremely effective with teamwork and communication. A sniper can watch across (and hopefully avoid getting picked off) in order to guide a rusher to the right spot. Without a heads up, the rusher could easily get trapped, so make sure you’re timing the move and orchestrating flanks when necessary.
Heavy ammo spawns on opposite sides of the bridge, which means both teams will have a fair shot (similar to Black Shield or Pantheon). Even if a team only rushes with one player, don’t get caught standing around if the rest of their squad is picking up rockets. Rushing teams should be careful when splitting up – pushing too hard against a full team of three won’t help your team at all.
Rewards aren’t totally determined by wins and losses – you’ll still get plenty of rewards after the game. It’s important to work towards completing these bounties while you play.
Last year, matchmaking was based entirely around connection; Bungie wanted strong connections to avoid the possibility of lag deciding the outcome of a match. This year, a major change has been made for the better (as far as competition goes).
In Year 2, you’re now more likely to be matched up with teams who have a similar amount of wins on their ticket. This means that by the time you make it to your 9th match, you’ll probably be battling a team that’s competing for their final win as well. We’ll see if connection strength plays a factor over the weekend.
New year, new metagame, new destructive subclasses! Let’s talk about some commonly seen tactics you’ll run into in Trials of Osiris:
A certain weapon type has been rising to the top since the 2.0 balance patch; pulse rifles are a strong – possibly the best – primary choice. Guns like Hawksaw, Nirwen’s Mercy and maybe even a Grasp of Malok here or there will be very frequent in Trials. Make sure to back off an encounter if the stagger hits you before you’re ready, and equip yourself with a strong pulse to even the odds.
By now, everyone is well aware of the certain doom that approaches when the tong! sounds. Running into a Sunbreaker in Trials is virtually guaranteed – but what can you do about it?
The important thing to remember is that besides the Super, the Sunbreaker’s neutral game is perfectly manageable. This means that except for 1, maybe 2 rounds, there isn’t necessarily anything to fear. keep track of Supers, when the other team uses them, and when that Titan might have theirs. When you hear the activation sound, notify your teammates immediately and orient yourself with the Sunbreaker. Keep tight turns and barriers in between you and that Titan. If you plan on attacking, make sure a teammate is ready to help – two good snipes can make quick work of a Titan if your timing is right.
The self-res has been a staple of Trials since the beginning. Sunsingers are powerful in the Crucible and can literally change fate with their Fireborn ability. The best way to handle a Sunsinger is to keep track of them even after they’ve died. Once you’ve killed a Warlock, don’t let their ghost out of your sight. Designate a teammate to watch their ghost, and if they res, shout it out. They can be brought down with a clean snipe or a nice shotgun/melee combo but if they get time to throw grenades they can easily take the round back.
You can pick boons up through your Trials ticket instead of Brother Vance, but remember: buffs must be applied before you start your first match.
Click on a weapon to see all available perks.
All Adept weapons have the intrinsic Last Resort perk – This weapon handles and reloads faster when the wielder is the last living player of their Fireteam.
Winged Sun Vestments
Winged Sun Gloves
Winged Sun Boots
Winged Sun Vest
Winged Sun Sleeves
Winged Sun Legs
Winged Sun Plate
Winged Sun Gauntlets
Winged Sun Greaves