News - This Makes You Unstoppable Warzone
Well, today I'm bringing you a 33-kill game, and this was a game where I deliberately decided to lock in and play aggressively to illustrate some of the things that make aggressive game players successful and things that you shouldn't do, because the reality is that aggressive gameplay isn't just full-sending into teams and hoping for the best.
There is somewhat of an art form to it in terms of how you create opportunities for yourself, and today I wanted to talk about all of that in this game in the hope that it can boost your own aggressive gameplay, whether that's solos or duos, trios, or quads. In this article, I am soloing in quads. I have three other friends running around doing their own thing, but for the most part, it's just me and myself.
This is the first play I want to show you, an attempt by an entire team across different rooftops. And in war zone competitive, we regularly refer to these as isolation plays, now the reason for an isolation play is that you're planning on picking off a squad or breaking them down by isolating the furthest Factor away now in this case I land on one person who I assumed was by himself I didn't see the second but they were spread so far across the roof that I got an easy down on one an easy down on the second and then it was simply a 1 V2, and with two players down this team is panicking they're wondering where it came from and it creates confusion and chaos, but isolation plays are a fantastic way of creating Opportunity by focusing on one player in a successful position that you know is going to benefit you now the reason I challenged this rooftop is clear a I've got an obvious target.
B i've got easy escape ways to get out of this roof if I need to, and I think with this pick on this player here, I can play aggressively across the other rooftops with the team weakened. This second play is something that I think is quite important, and it's learning how to switch gears in War Zone.
You can be as aggressive as you like, and in this instance. I was chasing after somebody who I'd seen and had audibles on in the building, but when you've lost the advantage, it's important to know when to slow down and re-engage in a different way. Now I managed to slowly move across and take this first player out of the building, and obviously I'm in Quad, so I'm assuming there's going to be two or possibly three more players who come and push me, so I deliberately switch gears.
I play very slowly, I play very passively, and I slow down this entire sequence of gameplay, primarily listening for sound cues in order to get me the second kill. Thankfully, this wasn't an entire team, but if it were, they would once again be in a two-man down situation, where Panic starts setting in the team's worries about losing the game and they start breaking away or moving off in confusion.
But switching gears is a really important thing in war zones, whether it's final circles where you need to slow down and play a little less aggressively and a little bit more intelligently positionally. Or even in an aggressive sequence, just learning that when you've lost the advantage, you don't have a clear line of sight.
You don't have a player cracked with plates; you don't have a player down, knowing that the advantages are suddenly dispersed. That is a huge thing in aggressive gameplay; you'll see it time and time again, whether it's backing off, plating, slowing down, or playing sound cues. The most successful aggressive players are those who know when to switch up the tempo when they know they haven't got the initiative.
This next sequence of gameplay in the background is one of my key points in terms of aggressive gameplay, and it's always assumed that you are compromised. Now I'm in quads, so I'm always assuming that four players are going to be pushing me on any given occasion, but it's worth remembering whether you're playing solos.
Duos, trios, or quads: Action and gunfights attract more action and gunfights because players who are playing passively hear a window of opportunity. When you hear a team fighting, you're thinking third-party easy kills are an easy way to pick up some wins and some rewards, and for the most part, those players are correct, so when you get into these gunfights when you're playing aggressively, you always have to assume that the next thing is going to come.
Every time you fight somebody, there's going to be another one. When you wipe out one team, a second team will show up. If you wipe half of the team, they might decide to get back from the goolag and come straight back into the action. You always have to play. Under the absolute assumption that every gunfight you take is going to lead to another gunfight, and this sequence around this redeploy balloon and buy station is a perfect example of that because not only is this a key position on the map for rotations and buying teammates back, but it's also an area where I had tons upon tons of players from different teams constantly engaging me, and I managed to break away from those engagements and re-engage.
But I was always looking for the second or third player, and I was always looking for the second squad or the third squad to rock up on me because once you deal with one, more are going to come, and I think this piece of information is not only important for teams that are playing aggressively individually or as a squad but really important for solo players.
I would suggest smoking yourself off, getting the loot you need, and instantly running away or instantly looking for cover. Don't end up in a Day Z scenario where somebody's just watching the person you've killed and gets an easy kill on you because you're fumbling around with loot or you're fumbling around with trying to get something off the floor.
This is a really important thing, and I think if you just watch the sequence of gameplay, you can see how often I was regularly smoking myself looking around using high alert, but I was always under the assumption that more was coming. I was reloading, using utilities, and doing everything in my power to give myself advantages in this situation.
This leads me nicely on to my next segment, which is utility. Being King Utility in this game is without a doubt the only way you can play aggressively, because what it does in a war zone is create windows of opportunity. Did you get your plates cracked by somebody cool smoke grenade down chance to put some plates in chance to re-engage?
Are you in a bad position? Cool smoke grenades down. A chance to move to a different location and try to approach it again from a different angle. Are you pushing a team sweet grenade over top to see if you can get a plate break or if you can get a down? If you are looking at creating opportunities for yourself with every piece of utility.