Warzone Firefight Tricks/Deadzones/Tips

As the post suggests its about ways to survive rounds by finding a way to beat them by finding ways around each round.

Attack on sanctum
When the 2 wardens are on top of the temple you get jump a vehicle to the top. Use the stairs in the center of the temple to jump on the columns with the gravity lifts. Once there, back into the lift to get thrown into the opening leading up top.

Urban
When defending the garage there is a dead zone where you won’t get shot. Stand around the corner of the lower circular stairs. The enemies up top won’t come down and the ones down below won’t chase you. They will throw grenades but will only shoot if you step passed the corner. I haven’t had that luck except on this map

Those are the main ones I have ran into.

These are more general tips.

Attack on Sanctum - 2 Wardens Up Top:

If someone happens to have called a ghost in, you can use this to bring any of the turrets up stairs pretty easily, although mics are needed to not do this accidentally. One player sits in the ghost near the side of the circles that boost you up top and the other player hops on the ghost front and then onto the platform. …Turrets can be brought up without the boost of a Ghost (or Warthog/Goose, I’m guessing) by having the turret drop onto the platform when climbing up, but it’s a bit tricky/lucky (or at least, I haven’t figured out the sweet spot if there is one)

As for vehicles you mentioned, I’ve gotten ghosts up onto the circles before, but they never go up top. I’m guessing since they hover, they don’t work. Did see people take up Warthogs, though. But generally they seem to get flipped or blow up.

March on Stormbreak - Kill 25 Knights (and other objectives)

You can take a Wraith on that large walkway that runs on the cliff side of the map. It helps on dealing with the 25 Knights that spawn on that center “dock” on one of the mid rounds and also on defending the fortress to a point, you have to watch out for Hunters, etc. so it’s more of a pro run. Head toward either base ending until around when you reach those little lower platforms with stairs where Hunters and other enemies spawn. On each side there’s a spot where the ground gets flat. You can put a Wraith up there, but it’s not big enough to maneuver it closer. What you want to do is balance a front corner of the Wraith on the lip of the walk where it starts to raise. Then somewhat carefully drive along the side, keeping your Wraith driving at an angle. When the cargo boxes are no longer blocking your path, you can push yourself up onto the platform. The opposite side from the starting side is better to fire down at that big “dock” area, imo. Writing this out, it seems more confusing than it is. Just ride the wall and a Wraith can be maneuvered.

March on Stormbreak - Round 2 Phaeton

When Round 2 starts, try to make a B-Line for the two stacked cargo boxes that are closest to the stairs that lead down to that little platform near the base (where the mid round Kill 6 Hunters and Round 1 boss soldiers spawn). The boxes are on the elevated part of that walk way, you want to run and stand on the lower part behind it that’s a little lower. Hug the wall where the boxes are, near the far side from the starting area (toward the center fortress). You can then pop out of cover and shoot the Phaeton pretty easily (You want an AR, really) and duck back to that spot for just about perfect cover. Very rarely will the Phaeton fly over head of that walkway enough to shoot you where you can’t get into cover, the main thing you need to watch out is not to walk too far to the opposite side of that narrow walkway toward the cliff as Soldiers and crawlers will occasionally pop up and start shooting. But I’d say roughly 90% of the time, you can use that spot to tear through the majority of the Phaeton, basically from underneath, and get the Survival bonus.

March on Stormbreak - Ghost boss enemies and Ghost/Gold Wraith boss enemies.

For ghost enemies, a Warthog is OP on this map if you’re a good driver. You can push them toward the cliff and shove them over the small guard rails and off the side of the map. You have to watch out for when they pair up and you have one or two shooting you, but that rarely happens. As well as the one you’re going after shooting you, but if you hit him right and keep pushing him around, he’ll either stop shooting or the shots will miss/go into the warthog and take forever. As mentioned, you can push them toward the cliff side of the map and send them out and over the side for a quick elimination, although be warned you generally aren’t given credit for the kill, but you can help with a speed round. You can also use a Warthog to flip the ghosts over, knocking them out of the vehicle and making it easier to run them over and let a teammate cap them with a BR/DMR. As for the Gold Wraith on the mid round, spawn a Ghost in the far base from the start area. Start to leave the base toward the cliff side and stop near the big entrance/exit. Parking all the way to the cliff side inside, start spamming shots at the Wraith. Eventually he’ll turn around and fire a shot at you. Strafe to the right side and keep firing. He’ll adjust and fire a shot there so move back to the left. Once you get the hang of it, you can take that Wraith out in under a minute. Just make sure to keep with the Wraith’s timing and not move around between shots much as if that happens, he can fire a shot into the middle and blow you up. If he does fire a shot you fear is going to the middle, I recommend gunning forward as his shots tend to go behind you.

March on Stormbreak - Final round 0/7 targets, kill the Elites and Hunters. The 3 Elites are dropped off by Phantom and can be quickly taken out in one fail swoop of a Banshee (fly down with speed boost and splatter them) or with a Ghost. The timing, especially for a Ghost, is tricky. One or two seconds too late and you can be blown up by their Pool of Radiances or stopped by a plasma charge and then blown up by the Pools. From my experience, using the Banshee is best done from the cliff side and swooping down into that little spot where they land. The Ghost, on the other hand, is better done from the far mountained side of the level. I park near the one side of that little back tunnel area, facing where they spawn and then drive in right as they start to fall from the Phantom. Once mastered, this will give you 4-4:30 minutes to fight the final four Hunters.

Urban - Final Round - 4 Soldiers and 3 Wardens. Similar to Stormbreak, you can take a Ghost (or Banshee) to the roof of the center area base and wipe out the Soldiers quickly. If using a Ghost, head to the center base where they spawn upstairs and head to the “back” entrance (the big base door that allows vehicles to enter quickly. It’s faces the opposide of the area where you start the first round.) and watch out for soldiers on the bottom floor (run them over). Head upstairs and start running into the boss soldiers. Sometimes it takes two hits as they like to hide around the pillars or you can’t get a full turbo push. You may want to kill two or so and drive off the side and head back in while recharging your shields. But it’s pretty easily done. The Banshees, I have yet to try, but seen it done successfully a few times. Fly in, fire a shot if wanted/needed and then splatter whoever has stuck their head out. Banshee seems a bit trickier due to spots for them to hide and probably takes a bit longer in general, but it has the added benefit of being a better vehicle to fight the Wardens in compared to a Ghost. Again, once mastered this should give you 4 minutes or so of time to fight the final 3 Wardens.

> These are more general tips.
>
> Attack on Sanctum - 2 Wardens Up Top:
>
> If someone happens to have called a ghost in, you can use this to bring any of the turrets up stairs pretty easily, although mics are needed to not do this accidentally. One player sits in the ghost near the side of the circles that boost you up top and the other player hops on the ghost front and then onto the platform. …Turrets can be brought up without the boost of a Ghost (or Warthog/Goose, I’m guessing) by having the turret drop onto the platform when climbing up, but it’s a bit tricky/lucky (or at least, I haven’t figured out the sweet spot if there is one)
>
> As for vehicles you mentioned, I’ve gotten ghosts up onto the circles before, but they never go up top. I’m guessing since they hover, they don’t work. Did see people take up Warthogs, though. But generally they seem to get flipped or blow up.

This works best with a warthog. I have gotten a rocket hog up there which makes quick work of the enemies up top. Once on the platform you need too center the vehicle with the door opening above and then slowly back up to keep the vehicle straight when in the air.

One thing I like to recommend to other players players is to always bring a Wraith on the final round when the bosses spawn inside the Core. There are large gaps in the walls allowing you to simply pull up your Wraith and fire away. Very useful and can make or break the fifth and final round.

> One thing I like to recommend to other players players is to always bring a Wraith on the final round when the bosses spawn inside the Core. There are large gaps in the walls allowing you to simply pull up your Wraith and fire away. Very useful and can make or break the fifth and final round.

Ah yeah, this works really well, especially with Ultras (silvers) due to their split attack. Also works well when you have to face the two Grunt Mechs on Darkstar. Speaking of tips, for the mechs… the “first one” that spawns on the floor, you’re generally safe from his ultra attack or whatever he calls it when he shoots the little red homing grenades out. He’ll launch them and they’ll stick to the little wall ledge above the door exit and not fly out. So you can park Wraiths, ghosts, etc. outside and keep shooting. I recommend staying near the sides just in case, though. For the second though, having a Wraith is great as you can usually get him near those holes in the wall and just keep firing up.

Again for other Grunt Mechs, if you’re in a Ghost or Wraith you can usually miss most or all of that red ball homing attack by using the speed thrust right before they go to stick. This works better for the Ghost due to more thrust, and obviously having cover to poke out of works better, but in a pinch it can save a lot of your vehicle health or an early death/loss of REQ and can help you get credit for the kill if everyone is blocking the spawn. Although at some point on low health, he seems to give up that attack (seems to be around 25%)

Another one I forgot…

Urban - Kill 3 Knights. This is a mid round (3 I’m pretty sure) where they spawn on that little grassy spot in front of the big base between the hangar doors. If you sit inside the small base on the center of the map (the base with the circle road around it), you can use BRs to shoot out and knock off their orbs from a safe distance and then shoot them in the back if they happen to show it or else start shooting them in the face until their helmet pops off. I’ve gotten speed bonuses a lot doing this and unless you hang too close to the door, you’re completely safe from soldiers shooting in at you, so it’s pretty easy to get a Survival bonus as well. If you have any BRs with stabilization Jets, I recommend them as it makes quicker work due to having to wait less for recoil between shots. Also, Sentinel BRs are nice too if you’re not a great shot as you can double zoom using them for a closer look. The only thing is, depending on how much help your teammates are giving you, you’ll have to back up a few steps and reload several times. But still, it’s pretty easy. Especially if you load up 2 different BRs.

Another smaller trick I like to do on March of Stormbreak and A.R.C. 4 Hunters in the base finals. If you don’t have any Wraiths/Scorps or you see a lot of them on the battlefield. Call in Patrol Case and two DMRs (again, I love Stabilization Jets for faster shooting.) On each instance when facing the base, it works better on the left side, imo. On A.R.C. you want to stand on that little rock patch that’s on the left side looking ahead at the left entrance. On Stormbreak, you want to stand on an edge of the bridge/ramp (this lets vehicles through) around halfway across it on the left side. On the right side, you can hop on a big cargo box, but you have to be a little careful of the side ramp and enemies getting closer as it’s more near the door. From these positions you can use your DMRs to zoom in and just start dropping Grunts, Jackals and Elites like fish in a barrel. This helps the Tanks and Wraiths have to spend less time shooting strays that start shooting down at them and focus fire on the Hunters. This also helps anyone going in on foot immensely, especially those that call in Weapons REQs which I see quite a bit as you’re just cleaning off enemies in front of them. Granted, it generally won’t win the round if there’s not enough vehicles and heavy firepower, so I recommend playing it by ear (i.e. calling in big vehicles if you don’t see many during the first wave of bosses on the final round. Or again if you don’t have any big vehicles left.)

And finally a general note about playing it by ear. Sometimes relegating yourself to “Assist” can payoff quite a bit if you notice there’s a lot of good players in calling in REQ vehicles. When you reach level 5, I recommend either Patrol Case if trailing someone or Wheelman if hopping in their Scorp/Wraith. If being Wheelman, though, DON’T start shooting a bunch of stuff at once. Either shoot what they’re shooting at or one other target to clean it off. Shooting everything at once can easily result in everything shooting back at the vehicle, usually killing you and often the driver and vehicle. Also when in the second seat of the Scorps, I recommend tapping the trigger repeatedly, somewhat quickly. This gives you a tighter bullet spread and stops you from overheating it for a good while. Works great even on bigger targets like Wardens as holding down the trigger will generally result in bullets missing its side from a distance safe enough to not have him melee your vehicle.

I forgot this one.

If you happen to have a flying vehicle and run into a round where the bosses are in the back of the home base, fly through one of the openings and then underneath one of the bridges and then out the top of one of the top corners. You are able to fly back and forth between the three openings and shoot with having cover close by.

Banshee raiders, pheatons, or wraith officer.

Bring in a void tear! Hitting them with an EMP blast makes it easier for other players to get a kill in without taking much damage. Granted you don’t much for points but it makes the round easier.
On a similar topic, the wraith officer on A.R.C. is easy to take out if you are in the right spot. Get to the home base where he spawns and bring in a rocket hog. Just park far enough back on the right side and fire away. He can’t shoot you from there and it doesn’t take many shots to finish him off. You could also park any other projectile vehicle there and have a similar effect.

> Attack on sanctum
> When the 2 wardens are on top of the temple you get jump a vehicle to the top. Use the stairs in the center of the temple to jump on the columns with the gravity lifts. Once there, back into the lift to get thrown into the opening leading up top

I was able to get a Rocket hog inside but got killet rigth away :’(

what I hate most is that any of the team mates saved the hog, it was new !

> 2535420373165854;4:
> One thing I like to recommend to other players players is to always bring a Wraith on the final round when the bosses spawn inside the Core. There are large gaps in the walls allowing you to simply pull up your Wraith and fire away. Very useful and can make or break the fifth and final round.

Yep…this is spot on

> 2533274806857048;7:
> > Attack on sanctum
> > When the 2 wardens are on top of the temple you get jump a vehicle to the top. Use the stairs in the center of the temple to jump on the columns with the gravity lifts. Once there, back into the lift to get thrown into the opening leading up top
>
> I was able to get a Rocket hog inside but got killet rigth away :’(
>
> what I hate most is that any of the team mates saved the hog, it was new !

I don’t what’s worse, getting killed before you could use it, or it going to waste afterwards. If I die I would rather a teammate take my vehicle to help win. March on Stormbreak, jumped out of my tank to kill the elite inside the armory as no one had a vehicle that could get to him. Got him but he threw one of those curveball plasma grenades at me. Luckily someone got the tank!

Any tips on how to deal with the Banshee Raiders on Urban?

> 2533274924259939;10:
> Any tips on how to deal with the Banshee Raiders on Urban?

The best is a Spartan laser standing behind the garage to reduce chances of getting killed right away. Railguns come in handy just so long as their shields are down otherwise they don’t deal as much damage. Plasma pistol to knock them out of the sky to slow their shooting. Parking a Warthog somewhere where there is quick cover and fire away.
That one sucks add there isn’t a lot of cover.

> 2533274879828279;11:
> > 2533274924259939;10:
> > Any tips on how to deal with the Banshee Raiders on Urban?
>
> The best is a Spartan laser standing behind the garage to reduce chances of getting killed right away. Railguns come in handy just so long as their shields are down otherwise they don’t deal as much damage. Plasma pistol to knock them out of the sky to slow their shooting. Parking a Warthog somewhere where there is quick cover and fire away.
> That one sucks add there isn’t a lot of cover.

Thanks.

> 2533274924259939;10:
> Any tips on how to deal with the Banshee Raiders on Urban?

If you are talking about the instance where there are 4 Temple Banshees for the raiders and several normal that you have to kill also, I recommend killing all but one of the normal ones. The Banshee Raiders keep a predictable holding pattern very high until all minion banshees are destroyed. This will allow you to destroy the bosses without their increased damage weapons firing at you at all. You will only have to avoid one ordinary banshee that you let live while doing this.

On and “Defend the Armory” or Defend the Garage" objective all you need to do to win is get a warthog, park it in a corner with high walls and hide behind it. If you are not shooting at the enemy or in the vehicle they will not attack you and by standing close to the warthog it does not disappear. Another useful trick for the warthog is using it to block an entrance to the armory or a stairwell in a garage. This will allow more of a funnel for the enemy making them easier to predict.

On Apex 7 with the Grunt Mech and then Hunters in the cave, flank both by splitting the team to opposite sides of the beach. This forces the Grunt Mech to split needler shots between both sides allowing you to do more damage with less damage done to you. It also forces the hunters in the cave to switch back and forth always leaving their backs exposed to one side or the other with fire coming at them.

There are a few other rounds and levels with tricks to them, but I am not sure which are well known so I wont waste my time typing them out. If anyone has levels or rounds that are tough for you to beat ask about them specifically, I am sure several people in here will be able to help you out.

For Raid on Apex 7’s boss final boss rounds, I recommend waiting for the round to start before calling in a vehicle. It’s probably the #1 Final Round in terms of Scorps not being the best/almost best choice.

If you see 0/3, that means it’s the Grunt Mech and the 2 Hunters. I prefer a Wraith personally and hugging the large rock on top of the hill to avoid his explosive attack. Silver or Gold works best, obviously. Tanks are better off driven around the map as the hill is more of a gradual decline instead of the sharp drop and it’s easier to line up shots and stay a safer distance away, although that takes some serious time to drive around the map, so noone seems to do it. Parked on the hill, you’re more or less a sitting duck. You can use the one small rock and backing up, but the Grunt Mech can also position himself in a manner (generally very close to the bottom of the hill) where shooting him with the Scorp is impossible or close to it as you’re shooting over his head and if you back up enough, you’re shooting into the ground at the top of the hill. As a side note, when the Grunt Mech is killed from the steep hill side, I see a lot of people drive down and head into the one cave to kill the Hunters. Personally, I turn around and head to the other cave entrance that’s close to the Spire. One standard and one Ultra Ghost spawn there. They can be wiped out in a few seconds. In fact, somewhat often when I get up there, one of the idiot AIs flip their Ghost on a tree and are standing on foot. Managed to run over one once who flipped the Ultra once and teammate on foot grabbed it. This side is really good for Wraiths and pretty good for Scorps too and room for a 3 or 4 to get shots in. The two Ghosts will respawn at some point, but at least in a Wraith if you sit at the right spot you can see the bluish Prom teleporter kick in and can turn and lay waste to them as soon as they appear. The other entrance down the hill, there seems to be a lot more enemies outside shooting your vehicle up.

If you see 0/2, it’s the Phantom and the Gold Wraith. For this, the Scorp is more useful than the Grunt Mech, although again, I don’t think it’s the best. I call in a Banshee instead (Ultra or Temple if I have it) and fly in a decent sized circle on the beach near the one small base close by (it hosts some of the Round 1s like a Defend and kill 2 Hunters on the roof.). You can fire off shots at the Phantom for roughly 1/2 of a circle and then use the Banshee’s speed boost to continue the part of the circle facing away until you’re back into position to fire more shots. The enemy banshees largely seem to leave you alone, as does the ship. When the Wraith arrives, you can get a little closer, but just avoid getting super close to avoid it’s shots. Also when the Wraith arrives, I switch over from guns to the cannon.

If you see the higher number (believe if it’s 0/7, but maybe 0/6) it’s the Elites in the cave and then the Knights around the Spire. I’m far from an expert at getting this one done, but in my experience the Scorp are not all that useful. For the Elites, I lifted a strategy once or twice I saw some guys use where you “wedge” a banshee into the one cave entrance/exit that’s catty cornered from the rock arc/walk way and close to the side base where in an earlier round you have to fight the 2 Phaetons. You can stick the Banshee there and shoot down at the Elites and they don’t seem to shoot up whatsoever at you. However, I’ve not had much luck after that dealing with the Knights. For starters, the Knights are so divided that it seems the team is working on different ones which takes longer than everyone pouring fire onto one and moving on (I always start on the one near that arc, but it seems like there’s 2 or 3 guys there and the rest are on the other side. The second issue is that one up top of the spire. It’s a pain to get into position with a Scorp or Wraith to shoot them that isn’t so close the other enemies aren’t shooting you up and even then, if he moves to the opposite side, there’s a chance you’ll have to move around especially in a Scorp. Last time I won it was the other day when I happened to have a Phaeton and at least 2 or 3 other skilled players it seems as they took out some other Knights. Even then, it was down to the final 5 seconds with switching Phaeton weapons and ground vehicles firing on him to actually pull it off. IMO, this is probably the best use of Phaetons across WZFF, but this whole round might be the toughest in the game. It’s seldom it pops up for me, but it’s very seldom I ever win it.

> 2535420373165854;4:
> One thing I like to recommend to other players players is to always bring a Wraith on the final round when the bosses spawn inside the Core. There are large gaps in the walls allowing you to simply pull up your Wraith and fire away. Very useful and can make or break the fifth and final round.

wraith ultra’s are great for the final round, should the wall and let that splash damage put in work

Another small tip for Spartans fighting the Grunt Mech: use your thruster right as the red homing needles are about to hit you. You will evade them at just the right time and will dodge the attack.

Between round 1 and round 2 on Darkstar, immediately go to the East armory. if you are going to call in new reqs or change weapons, do it there. the more people you can have standing in the armory when the defend the armory round starts, the less likely you are to have it already be 1/4 taken by 3 crawlers before anyone even gets there.

Same thing is true between round 1 and 2 on Urban, with the garage. Ideally on Urban you bring a warthog in with you and park it somewhere you can hide behind it (I like to park it in the req station on the top floor.

i dont know why everyone doesnt do this. its such an easy way to make these rounds way easier.

Here are some that immediately come to mind:

  • If you get defend the armory on ARC for round 1, then you’ll almost assuredly get protecting the promethean core on the other side of the map for round 2. Start your trek over in that direction ASAP because beating the AI to it is key. - On Darkstar, if you get defend the armory with covenant AI one round, then you’re likely to get it for the next round too but with promethean AI. Get there ASAP. - Use railgun variants on phaetons and other flying vehicles if you can’t spawn a tank. - Never underestimate the power of a Ghost Ultra. You can really help your tank and wraith teammates on bosses like the Warden if you keep him constantly taking fire.

Defend the garage/armory

An ideal weapon for this round is the gravity hammer. Obviously the higher the tier the better, but they make short work for clearing out a building.