Firefall Sabotage Guide

Firefall Sabotage Guide by Skywarden

Hey bros, welcome to Skywarden’s mini-guide to Sabotage on Orbital Comm Tower.
During this guide we’ll be covering the basics and some often overlooked aspects of OCT that can have a huge impact on the outcome of a match on offense OR defense.

During this guide I’ll be making a few assumptions. If you’re watching this I assume you’ve played or seen someone play a match of OCT and have some familiarity with the layout of the 3 objectives. I also assume you WANT to win. If you don’t care about winning as much as having fun playing your favorite class your way, this guide isn’t meant for you.

Among other things, I’ll be focusing on team composition, power-up locations, double damage spawn times, and the top 5 most common reasons teams lose on OCT.

Without getting too intricate on composition focus, I’ll categorize team composition needs based on categories of playstyle rather than individual classes. Ideally, you want ~5 “frontmen”, ~3 “support” and ~2 “fringe” players.

The frontmen are generally your dreads, assaults, aggressive engineers, and combat medics. Their role is basically to do as much damage as possible while being a potential ‘target’ for the enemy team. They draw fire from the support and fringe classes by creating pressure on the enemy.

The support classes are typically your healers… be it nesting engineers or medics. Once the frontmen are engaged, it is their job to get some heals/rezzes out as fast as possible and to allow the frontmen to overwhelm the enemy team with firepower. The fringe classes are typically recons or ‘roaming’ assaults/combat medics. It is their job to pick off other fringe players and to delay reinforcements during engagements. It is all roles’ responsibility to add enemies to the SIN network by pressing the ‘F’ key to increase situational awareness for the entire team.

The most important power-ups on OCT are Double Damage, Cooldown Resets, and SIN towers. The Double Damage spawns across from the attackers’ start point. It is on a 1:30 timer from round start and when it was last picked up.

Cooldown Resets are located atop A + B objective buildings, under the catwalk leading to the SIN tower nearest C, and in the hallway inside the C objective building. Cooldown Resets are usually best saved for medics, people with double damage, or the player(s) most helpful in clearing or securing an objective.

SIN towers are located in the windowed building near B and at the end of the catwalk near C. It is important to control the SIN towers as these automatically mark enemies’ locations on the mini-map and make them visible on your screen.

In my opinion the top 5 reasons people lose matches are…

1) Too much TDMing, not enough objective-based play. Many players want to increase their kill-death-ratio (KDR), which isn’t always conducive to winning an objective based game. I’ve seen games where the LOSING team had double the kills of the winning team. Kills do not equal win in OCT.

2) Poor composition. If your team doesn’t seem to have a composition that will effectively attack or defend an objective, don’t be afraid to switch to a class that will help the team do so. You may LOVE playing engineer, but if the team really needs another class more, I’d advise switching classes to do your part to win.

3) Not enough control of power-ups. I’ve seen teams be absolutely DEVASTATED by a good player with double damage. Often that double damage was uncontested when the player picked it up. This is a HUGE mistake by the enemy team…

DO NOT underestimate the importance of correctly timing and contesting double damage or it may cost your team the game. Here’s a little video I cut from my stream to show how letting double-damage go uncontested can be costly.

4) Demoralization. Your initial assault or first defense was completely shattered by the enemy team’s superior skill/tactics. Do not make the mistake of sitting in the base because you KNOW you can’t win. You or someone on your team may make a clutch play that disrupts the enemy team enough to make them fall into pitfall #5 which is

5) Fragmented teamwork. When people bleed out/are executed, they all have the same timer before respawn. This can create a ‘cascade’ effect where players die at varying times and flood out of the respawn one-by-one or in pairs, attempting to drive head-on into a unified sea of RED GUYS. This is a HUGE mistake, and will almost ALWAYS lead to a lost attack opportunity or a lost objective. Checking the scoreboard by using the TAB key by default, you can see who else on your team has died at around the same time as you and group up with them on the return from spawn. This increases your survivability as well as team effectiveness.

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