Guide to playing in Monte Carlo effectively
Overview: Monte Carlo is popular around Warrant Officer ranks, but is rare elsewhere.
Battle Modes: DM, TDM, CTF, CP
Size: 10v10, 20 Players
Deathmatch in Monte Carlo is pretty much the same as everywhere else. There are 2 good tactics you can choose from.
In order to pull off this tactic effectively, you need a few things.
- Find a good spot to camp. This spot needs to be well covered, but give you an open space to shoot at. Behind the "walls" on either side are a good place.
- Have a few supplies on hand. You will find this tactic working best if you are able to use Double damage as much as possible. It also helps to position yourself next to a supply drop zone.
- Have appropriate equipment for the area you can see. You don’t want to be stuck with Smoky while trying to hit someone on the other side of the map.
While camping, you need to try and be as sneaky and unnoticeable as possible. You should try to steal kills rather than killing someone alone as this will keep you well hidden. Target the weakest player as every kill is equal. Double damage will be your best friend while camping, so make sure you have plenty on hand.
“Hit and Run” Tactic
This tactic is much harder to use effectively as it requires you to be as unpredictable and sneaky as possible. This tactic works well in Monte Carlo if pulled off correctly. The key to pulling off this tactic effectively is to always try to attack your target from behind him and keep out of other tanks line of fire. That way when you are noticed for damaging them, it will most likely be too late for your victim to retaliate. You will need to be moving almost always as that makes you a much harder target to hit, especially for Weapons such as Twins, Ricochet, Railgun and Shaft.
You will need to try and finish off your enemies very quickly as there will be tankers waiting to steal your kill. The best combos for this would be Firebird, Hammer or Railgun, as they are extremely high damage turrets.
Very similar to the “camping” tactic explained in Death Match except you will need 1 or 2 Isidas making sure all the campers are topped up with health. The campers should be spread out and help create a distraction for the tankers that decide to try and attack the enemies more closely.
Again, very similar to the “hit and run” tactic explained under DM. The only difference is you have players helping you, so you need to work together. An Isida will come in handy while storming the opponents side as well.
All you need to do in defense is have a heavy hull and a few mines. As the paths to both flags are quite narrow and the main way is the jump, defending effectively can be an easy job if done properly. You will need to lay 3-4 mines on the ramp and just before it to ensure any tank trying to over will be heavily or completely destroy anyone trying to get past. Mammoth would be best for this position as maneuverability isn’t a major issue and Mammoth can take a few hits from the enemies.
As far as turrets go, there are 2 key ones. Railgun and Shaft. Shaft as it is extremely accurate and packs a deadly punch and Railgun for its high damage, no loss of damage over range and ability to be very accurate. An Isida behind you healing you can top the defense off and make it almost indestructible by any average tanker.
The best way to attack normally would be in waves of about 3 with an Isida backing up. That way everyone can stay topped up with health while dealing damage, protecting the Isida and taking the flag. Try and send a Wasp or Hornet over the ramp and past the flag (but not taking the flag) to distract the enemies and take the attention away from defending the flag. That way they can go unnoticed, steal the flag and make a quick getaway. Keep a few tankers waiting before the ramp in case the flag holder dies early.
The tactics for Control Points are the same as always, get to the point and try hold it for as long as possible. Some may say that Mammoth and Titan are the best of CP because they are hard to kill and harder to push, but on a map like Monte Carlo, they only work when controlling the point in your base. This is because their speed means it takes them a while to get to the point, so they will most likely have been damaged badly or killed by the time they reach the point.
A Mammoth or Titan with Shaft or Railgun holding back is a good idea, because even if most of the other points are not under your control, you will still be putting points on the board. The most effective hulls would be Hunter, because it has insane pushing power and good health to speed ratio, Viking, because it is incredibly stable and has an awesome health to speed ratio, and Dictator, because it is hard to push and has an alright health to speed ratio.
The turrets to use depend on what you are trying to do. If you plan to go and try stealing a point out of the enemies control, Firebird, Smoky, Ricochet or Hammer is the way to go. They have incredibly high damage and work really well at clearing out a point.
If you plan to hold back and wipe them off the point from a range then attack then Shaft, Thunder or Railgun are the way to go. Their max effective firing range is quite long so there is no need to worry about your shots not doing as much damage as they could be. If there are multiple tankers trying to clear a point, try to spread out so they struggle to clear you all quickly. An Isida always comes in handy, especially while trying to take control of a point, so don’t be afraid to ask someone to take Isida, it could be the difference between winning and losing a close match.