The Anomaly

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The Anomaly is a PvP map for The Crucible that takes place on the Moon. It is available for all PvP modes.

Dead Ghost Location

Behind boxes in C spawn: Screenshot

Strategy

Tips and Tricks

Trials of Osiris Guide

Intro

A lot of players still struggle to reach the Lighthouse every week. There's normally a lot of little tips out there but I wanted to focus on specifics for this map. If it's content you want to keep seeing I'll keep posting. Here's Become Legend: Trials of Osiris edition.

Call-outs

The first thing you need to do is get used to where everything on the map is located and put a name to that location. Being able to call out where the enemy is located for your team allows them to maneuver without fear or push with aggression.

Positioning

Anomaly is a tricky and yet seemingly enjoyable map for most players. Small areas favor Shotguns but Primary and Sniper lanes are very much available to those who know where to look.

Sniper Lanes

Keep your head down or lose it.

  • Perch to B - One of the fastest places to meet an opponent is at the Perch and B sightline. Snipers will quickly check these positions; though B has an advantage with the head glitch, players at Perch can rotate to numerous positions to see B.
  • Perch to A/C Platform - Another common line for players who don't challenge at B. Teams that spawn near Jeep will often rotate through boxes to C Platform or through Caves to A Platform, though C Platform is much more common. This allows for flanks on players that normally would look B from Perch. Players at Perch should be aware of this line and use the Anomaly in the center of the map to block line of sight from B while checking it.
  • Elbow to Jeep - This is a fairly long lane with a lot of room for players near Jeep to hide. Challenging from the Elbow is difficult as it's a slower approach and doesn't allow much cover, but it's great for catching players in rotation. If you're sniping into the Elbow you can hide up on the boxes, behind Jeep, or even on Catwalk to get some different angles in.
  • Diamond to A Ridge - You can even go as far back as Elbow and see to A Ridge by looking underneath the Diamond. Ridge as a lot of escape routes and Diamond can pop in from different angles easily. Much easier to pinch on Ridge then Diamond because of the multiple levels in the room.
  • Room 1 to Room 2 - Sniping right across B is a daring task, usually players will arrive at the same time so it's really a game of chance unless one player is much better. Getting caught in Room 2 is more punishing than Room 1 where you have 2 routes of escape.

Primary/Shotgun Paths

Looking to close the distance, move through cover.

  • Moving through the side rooms (Room 1 and 2) next to B is a good way to move around the Anomaly. You can close gaps but the path is a little predictable, better players will back away and grenade.
  • Moving underneath and with the rotation of the Anomaly is a great choice. You create a little havoc by being on the enemies radar and can confuse them as the elevation change will have them looking around.
  • The Generators are great cover if you're looking to rotate around the map safely. You can reach the back of Jeep by going outside the map with a jump and use it for cover to swing to Catwalk, undoubtedly a great path if you need to push on Boxes.
  • Using the lower level of the map for movement in general is very good as the arms of the Anomaly will block sight lines on you from above. Often times you can head glitch into A or C Platform using this strategy for easy primary kills.

Classes

Here's some suggestions for each class in regards to this map:

Hunter

Nightstalker and Bladedancer will once again be formidable. Skip Grenades with Shinobu's Vow cannot be understated here, the map provides numerous chokepoints and forcing the enemy back with a grenade or softening them up before an engagement is priceless. The same can be said of the 'wombo-combo' from a Nightstalker, using Sealed Ahamkara Grasps should allow for near-constant Envenomed Smoke though Fr0st-EE5 are very good too. Gunslinger doesn't provide quite the same middle-ground and while Golden Gun is a great Super it's simply too easy to funnel to a sniping lane or hide around the Anomaly.

Titan

Strikers will always be favored, though slower play favors a Defender. Lightning Grenades, a great Super for shutting down roamers, and Juggernaut combine for a great subclass all-around. Shotgunning with a Titan can be good here, pushing down lanes with Juggernaut lets you tank the first shot to possibly close for the short time you're exposed. Sunbreakers won't be as viable and the Super can't compare on this map as enemy can hide. Defenders can be good for dropping a Ward of Dawn on objectives and suppressing chasers, those skilled shotgunners may choose this class with No Backup Plans to gain easy overshields and the ability to continue pushing.

Warlock

Voidwalkers are currently one of the strongest subclasses in the game and they continue to shine here. Axion Bolts force enemies back through chokepoints and Nova Bomb is a great Super in general, couple that with Life Steal and decent Recovery to form a menacing foe. Stormcallers can have success here with the ability to Blink with Stormtrance. Unlike Golden Gun or Hammers of Sol, you can push through chokepoints easily to wipe the enemy team. The neutral game is a bit weaker but with Pulse Wave you can avoid death more often than you might think. Sunsingers have become more difficult to play as the Super isn't too great against a good team (Fireborn) and the neutral game doesn't offer anything the other subclasses can't.

Weapon Loadout

Most players will be using a Hand Cannon or Pulse Rifle this week. The current meta also means most players will have a Shotgun though you'll seem some Snipers. The Last Word will be a favorite among Snipers, a Clever Dragon pairs well with Shotgunners though a nice Legendary Hand Cannon like the vendor Palindrome, for instance, works well for both playstyles. Teams should bring at least one Sniper to help contest long lines more easily, two Shotguns will be the norm.

General Strategy

Whenever you play, regardless of game mode, you need to have a strategy so that you're familiar with where your team members are and what they are doing and how they assist/be assisted.

A Spawn

  • Fast players will push over Catwalk, through Room 1, and onto C Platform to catch players going through Diamond or venturing onto Perch. This is a great angle for players looking to catch the enemy off-guard as they are normally looking towards B. The rest of the team should support this position by moving to Boxes into the center of the map to listen for a call out.
  • Rushing through B, into Room 2, and down to A Platform is another favorable push though it leaves you more vulnerable to a Perch snipe. A split push between this position and Caves is great for pinching teams that camp in B Spawn.
  • Finally, holding up in Generators and Room 1 is always a fair strategy. Teams may invoke this play when out-matched or down a round/super. This lets you see the Capture Point easily and callout players rotating around for a pick.

B Spawn

  • You'll want to get out to Perch or underneath is quickly, but you're at a disadvantage in that it's faster for A Spawn to see you then them. Spread out to Elbow or push towards C Platform and Boxes quickly to gain the upperhand.
  • Likewise, you can push through A Platform quickly and underneath B relatively quickly. This is great for catching players at C Platform and Boxes as they attempt to move. Going into Room 2 is a gamble, if the enemy isn't sniping it's a good choice though as you can enter B easily and push into the powerful Room 1 position.
  • Moving through Caves and to the B Special room works well. You can get a read on the radar as your team pushes through Caves to Generators and support them by either moving into Room 1 or going down the ramp at B, just be careful as you make the leap up and know that your team will beat you into the Generators by quite some time.

Outro

If you have any suggestions leave them in the comments. This isn't the end-all be-all for how to play the map, just recommendations and strategy from a veteran player. I hope some of this helps those still seeking the lighthouse or looking to take another trip more easily.

Lore


Twilight GapRusted LandsExodus BlueSkyshockWidow's CourtBannerfallFrontierMementoSector 618
First LightThe AnomalyThe Cauldron
BastionFirebase DelphiBlind WatchPantheonThe TimekeeperCrossroadsSkyline
AsylumShores of TimeThieves' DenFloating Gardens

Last Exit

The Burning ShrineIcarusVertigo
Black Shield
The Drifter
Cathedral of DuskThe Dungeons