For the first time ever, this week’s Iron Banner tournament will take place in the Clash arena. What changes might we see on a game level?
With the removal of zones and influence towards scores, we now have a pure “team deathmatch” game type. The team with the most kills wins, and no zone can change that. Map control is still very important, however.
Many Destiny maps offer plenty of routes for aggressive movement, and games often evolve over time with teams holding different parts of the map for periods of time. In Clash, position still influences a team’s ability to succeed. Holding the high ground or heavily protected area versus an exposed space can mean all the difference. If a team gets too aggressive, however, the spawns will “flip” when map position changes. If you’re caught in the middle or unaware of the flip, you might suddenly find yourself surrounded by enemies who just spawned right next to you.
In Iron Banner Control, many players noted how difficult it was to succeed and rank up while matchmaking on their own. A team that can communicate could easily hold two zones for entire games, thus making it near impossible for a lone wolf to get enough kills to secure the win. With Clash, kills are the only thing deciding the victors. Still, it’s important to remember that teaming up will increase your likelihood of winning tenfold.
Iron Banner weapons cost 90 Legendary marks and are 280 Attack. Finnala’s Peril & Bretomart’s Stand are available for purchase.
Hugh Impact! Also important to note is its strong aim assist of 71, and great vertical recoil. With a supposed weapon balance patch coming in December, this might be a good time to secure yourself a competent hand cannon once again.
The Iron Banner HMG comes ready and waiting to wreak havoc in both PvE and PvP. With its mid-impact build and strong aim assist and stability, Bretomart’s Stand could be a great pick up this week. The vendor roll is actually great as is – Spray & Play helps with those long reload times, and Crowd Control will melt through anyone who’s foolish enough to challenge you after a kill.
Iron Banner armor costs 40 Legendary Marks and is 280 Defense.
While the new offensive subclasses for Titans and Warlocks have proved thrilling in standard Crucible, the teamwork based mechanics of Iron Banner give more breathing room to Defenders, Nightstalkers, and Sunsingers. Support subclasses provide both defensive and offensive advantages to their fireteams, without distributing heavy fire. Depending on preferences and strengths, offensive subclasses are also vital to Iron Banner, as they make up the aggressive front lines needed to capture well-defended zones.
Classic Control mode welcomes players of several play styles, but Iron Banner ensnares lone wolves and teams who avoid the objective. The new weekly and daily bounties that Lord Saladin bears encourage success and proficiency not only as an individual, but as a team. Ideally, one should play matches with a full fireteam of six, which would allow players to communicate enemy positions and vulnerable zones. Even without communication, matchmade fireteams should stick in groups, always making sure that your allies have cover fire, and someone to watch their back.
Iron Banner allows players to flaunt their high-level gear, while simultaneously proving their skills at PvP. Those who are bored with lackluster matches in standard Crucible and want some more challenge are invited to the test of the Iron Banner. Iron Banner demands teamwork, consistency, and dominance on the battlefield; where chivalry is an afterthought and savage multikills are as rewarding as ever.