Diving into the Crucible in Destiny

DestinyNow that I’ve finished up the story for Destiny I’ve started playing a bit of the PvP in the Crucible. I’m really doing this for a couple reasons. First, I want to make sure that I get my hands on everything that Destiny has to offer. Second, there are a number of achievements tied into the Crucible. Finally, playing the Crucible is a great way to get high level gear. Just playing for a couple hours last night I was able to get a better helmet, chest piece and shotgun (all Blue) while one of my buddies got an Exotic LMG (Thunderlord).

With that in mind I thought I’d share a bit of what I’ve learned playing the PvP over the last couple days. All I’ve really played so far has been Control, Destiny’s take on Domination. I’ve played on all but three of the maps that are on the Xbox One version, a few more than others. I’ll go over a few overall tactics first, then talk about any map specific stuff at the end. The most important tactic is communication though – play with friends and make sure you are talking about where the enemy is.

Destiny Invective Shotgun

In general, most of the maps have plenty of tight corridors that make close combat pretty prevalent. To that extent, I would bring either a fusion rifle or shotgun as your Special Weapon, but the shotguns are a clear better option. Fusion rifles are a bit more versatile but they have a very easy to identify weakness. Fusion rifles require a second to charge before firing – in some cases that’s not an issue, but in a lot of the tight corridors, that second can be too long. That’s where shotguns shine – they don’t require a charge at all, which gives them a quicker damage output. Couple that with their high damage levels, and a surprising range, and you have a very solid Special Weapon option. There are some cases for sure on the larger maps where a sniper is a better choice, but on those maps I would say it’s more player preference.

Warlock Nova Bomb

It really shouldn’t be a big surprise, but a well timed Super can totally swing the flow of the game. In Control, it’s super important to always two points controlled by your team, that way you get the point boost for kills, plus the actual objective points. To that end, using your Super at the right time can usually guarantee a capture or prevent an enemy capture. Even the Hunter’s Supers, which aren’t area of effect attacks, but more individual attacks, can still clear out rooms, provided they use them well. The Sunsinger and Defender subclasses are built more for defense/buffing, so they aren’t quite as effective at clearing out rooms, but can totally be used in an offensive way with the right upgrades. We came up against a Warlock using the Sunsinger that had it built for damage reduction and shield strength – it’s impressive just how much stronger that made him.

There’s a reason you have three grenades and three upgrades for your melee ability. It gives you flexibility in the arena. Make sure that you are always using them when they’re available. Some grenades are great for quick kills – the Firebolt grenade, Skip grenade and Scatter grenade are all good examples there. Others are made for impacting how people move around – Vortex, Solar, Pulse and Swarm grenades all make it so players can’t sit in one spot. Others are built for traps – Tripmine and Lightning grenades are designed for that. I was using the Lightning last night, and found that almost everyone underestimated how long it would pulse out the Lightning, and as a result I got a ton of kills with it that I might not have otherwise.

Some map specific tips now to keep in mind.

Destiny First Light
First Light is a big map set on the moon – the most important thing to remember is that the Cabal Interceptor spawns in after a couple minutes. It’s not as powerful as it was in the Beta, but it still can do some serious damage – it’s important to either control it, or take it out quickly. Heavy ammo can help with that, as can snipers that pick off the pilot.

Twilight Gap is a really small, close quarters map that is all about using close range tactics. Shotguns and melee/grenade abilities are important here. The B control point is relatively well protected, but at the same time is very open to grenades and supers, so you have to make sure you are always aware going in to B.

Firebase Delphi on Mars is another relatively small map, with a lot of corridors that run on top of each other. Again, B is a pretty well protected point, but has three ways into it, meaning you need to be ready for an attack from anywhere. Grenades, shotguns, supers and melees help take the point over, as well as using the multiple points in for pincer attacks.

Shores of Time on Venus is another map that was in the Beta – it hasn’t really changed at all from then, just a few tweaks to the spawn logic. There are a lot of good mid-range sightlines, using a scout rifle or other accurate primary can help keep enemies away from your points, but be aware that each point is easily attacked with grenades and supers from different directions.

Going in, the Crucible can be pretty overwhelming – there’s a lot going on in Destiny that makes its way over into the PvP. Remembering that you can switch your build on the fly, as well as adjusting a few tactics away from the PvE side can make it much easier to do well. I would say that Destiny in general is a PvE game, but the Crucible actually works very well and can be a lot of fun – there’s nothing quite like seeing a legendary or exotic pop at the end of a round.


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