As brutally disappointing, even embarrasing, as today's stream was, I already had written up a post about learning to shotgun in trials, so here it is:
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Shotgunning is all about Movement
So Ive always enjoyed sniping in Halo and Destiny and so when I ventured into Trials, it seemed a safe bet. But if youre sniping with two teammates who are much better snipers than you, its really hard to contribute. If you had a weapon in your load-out that wasnt getting you kills, then it makes sense to find something that will. Which is why two recent times Ive played Trials, Ive shotgunned. Shotgunning is great in Trials because Trials is a mode about orb control and nothing controls orbs better than being on top of them with a shotgun.
I talked a bit with one of my other Trials teammates who does shotgun and he said that shotgunning these days is paradoxically mostly about primaries. Especially, dont think youre going to get kills from your shotgun as a first kill of the round. Murdaro doesnt even do that; instead pushing with primaries and grenades and then cleaning up with shotguns.
I talked at length about Primaries in another post, so I want to focus on the main way that shotgunning differs from sniping:
movement.
When sniping, you dont have to move around much. Move, post-up, maybe do that once or twice. You can flank in that you can watch a different lane than your teammates, but youre still likely farther back. Shotgunning is about taking the fight to your enemy.
Your map position isnt about you
Shotgunning in Trials is also quite different than Rumble where you can push or retreat however you like. In Trials, its crucial to move in a way that supports your team. For example, if you over-extend and die, your orb is likely impossible to rez.
Its a good idea to never be more than 1-1.5 seconds away from your nearest teammate (presence or at least sight of) for this reason (Next time youre playing, count out the seconds it takes for you to move around the map. Youd be surprised how big a space 1-2 seconds is.). Being too far away is a problem in case you are walking into a 1v2 or 1v3, sure, but its also a problem in that you cant support your teammates. This can manifest defensively (if your teammates are getting pushed and need your help) or offensively (they get a pick and need to converge on an orb). Lets say my teammates got that pick at special on Pantheon, but I was pushing through Waterfall hallway. I might be slow to get to the orb, or I might be unable to even get to the orb because the enemies are between me and the orb.
Encountering the enemy or quite probably, enemies
Trials is obviously a small team mode, which means there are only 3 combinations of enemies you will see: 1, 2 or 3. Changes made to the Crucible in Year 2 have been a deliberate effort to make it so that winning encounters against multiple enemies is more difficult, so its important to not bite off more than you can choose. Heres my take on those 3 combinations:
- If you see 1 person: A 1v1, especially if you can get first shot is a great opportunity to get a kill. Call for reinforcements even if you think youve got it.
- If you see 2 people: Great. Let your team know that theres an enemy somewhere out there thats alone.
- If you see 3 people: Great. Now you know where they all are. Let your team know that they can now take full control of the map.
In each case, communicate what you see to your team. Since you are in many cases going to be outnumbered, dont commit in stupid ways. And use your radar presence to distract the enemy team. In this sense, your job as a shotgunner is to be a scout and/or support, which is exactly my play style.
Moving Cover to Cover: thinking one step ahead
One of the first things that I learned when I wanted to git gud at Crucible was that you shouldnt just run around in the open. You should always move from cover to cover. Trials is the most intense way to test that because youre going up against top-tier snipers who are covering every lane and every angle. But not every bit of cover is equal, even if it is blocking the enemys sight-lines.
A practical example: I when I was playing Pantheon and I wanted to flank along the Waterfall hallway, so I pushed through to the pillar in the middle of the hallway (pink line). But notice that I have no options for my next movement. And worse, I have no room to breathe. I got grenaded and killed almost instantly even though I was in cover. So I had to learn to move thinking not of the move I was making, but where could I go afterward. Is there more cover I can use to advance ahead? What if I need to retreat, can I do that, etc.
The other thing you may be asking is if a sniper is watching that hallway, why even push at all? Simple. Trials is a game about map control and aggression is heavily favored. Its a topic I want to explore in more detail, but for now, controlling more of the map limits the enemy. You control the map by getting there first. That and a lot of weaker teams cant handle a hard push and fold. Also Juggernaut lets me tank a sniper round and make pushes no one else can.
Wrapping up
Movement and flow is so different when youre a shotgunner. Its way more dynamic and I can see why shotgunners like it. Its a high-wire act, though, because you are really putting yourself out there against snipers and often being outnumbered. Ive joked with my shotgun teammates that they could play hudless, because you dont even need to aim, but I honestly think effective shotgunning is way harder than sniping. But the rewards are some great team play and closing out rounds strong. Ive really been enjoying it even if Im still learning. The lessons its taught me have been important for my continued development, because they are universal.
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