Alright, as I found not a lot of people using these, here is a little collection of tricks that I gathered and that I would like to share. Some you might already know, some might even be stupid.
Use at your own risk
I will start with Shearwater:
For some reason, B comes before A today. C is polite and comes last.
Fields of fire are marked in red.
"Points" are the points that need to be captured. (First A and B, then C).
"Positions" are where players can/should be. (A, B, ..., J)
Point B on ShearwaterFor the
defenders, Area 1 (the room which I underlayed in green) is an immensely advantageous position to capture. If the attackers go "all point A", move forward over point B with as many people as you can spare - one should stay at point B (just in case those that advance get murdered, later he can move around to defend A). If you have more than 3 people moving up, have some of them backstab the ongoing attack on point A.
Take up the positions A, B and C. Keep in mind that this room is very popular for the attacking snipers, there may be one prone at the position C. Players A and B cover the entrances to the green room very easily (attackers have no cover when they come there, unless a sniper attacking point A shoots all the way across the map and hits player B), while player C has a perfect view on all known attackers' covers on point B and can horribly murder everyone that dares/is foolish enough to go there.
Positions A, B and C should be filled with automatic weapons, preferably ARs or LMGs. At least one player of A or B should have blackout equipped in case the attackers try to take you out with an aegis. But really, any kind of class is useful here (with the exception of cloaked snipers) as even oracle provides support for the defense of point A from there.
Also, consider bringing someone that has ammo refresh, if you defend this position successfully (which is likely unless someone screws up badly) you may be in there for a long time.
For the
attackers: don't let the defenders get the green room.
Point A on ShearwaterOne
defender should absolutely take up position D to defend point A. Leaning around the cover, you will be able to shoot anything that comes into point A, and even anyone who takes cover at the big strange orange thing - just spray perpendicular to the general moving direction, and you will get kills.
Someone should also take up position at E - you are then covering a rather important entrance to point A as well as a very popular backstabbing route, and you prevent players in D from getting shot.
Obviously, automatic weapons are necessary in position D, and recommended for E, although a shotgun may come in handy, too.
Disadvantage of this position / known bugs:
1) If attackers move in via position E, the angle at which the player in position D is forced to shoot at is arkward and buggy, your camera will jump back and forth, and you may even accidentally stand up. This is rather inconvenient and will more often than not lead to your death (no pun intended).
2) Players at position D are a very easy target for aegis (unless you have blackout) and blitz. See 3).
3) I have confirmed evidence (as in, it happened to me) that, if blitzed in position D, you may get knocked
into the large orange apparatus behind you. You cannot be shot there, you cannot shoot out of it either. However, you will still be capturing point A. Fair, this is not.
4) You are in the same place all the time. Snipers tend to notice.
5) In case the player in position D dies or fails to take out every attacker that takes cover on the point in time, player E is basically dead.
To take out position D,
attackers can either use assault/specialist devices or cloak to kill players that take position at D, or prevent the whole mess by having someone actually be on the other side of that cover first. Apart from being a rather safe spot, this also secures the E route, which makes it quite easy for reinforcements to come into play.
Point C on ShearwaterArea 2 is an interesting spot both for defenders and attackers. Defenders with long range guns may be able to shoot attackers that move over points A or B. Attackers can backstab defenders on the points.
Position F enables
defenders to shoot all the way down the corridor (marked in red, as usual).
Nice camping spot, also a base for some backstabbing if the attackers make it to point C.
Be aware of the fact that the covers marked red are NOT bulletproof. It's a bug, not a feature.The cover at position G allows you to shoot at either entrance to the high plateau before point C, while being covered from the respective other one by an air duct or whatever that thing is.
Take cover against the pillar to which the arrow from position H points, and safely backstab/shoot in the face any attacker moving in for point C. You can even hit them just after they come up the ramp on the other side of the map - and they hardly ever expect it. Disadvantage - you can get shot from below if attackers try to backstab via position I.
Position I - there is a small cover there, a shotgun can very easily camp here (but is of little use for the rest of the team, as usual with campers). This is also one of the more important routes into position F.
Snipers should obviously take up position in Area 3.
In a very smooth transition,
attackers can try to move in for a backstab via position I and then take cover at position J to cut off reinforcements of the defenders. Really unpleasant for them.
Further back, snipers and/or heat have their favourite spots in Area 2, where they can battle the aforementioned snipers in Area 3.
Another nice place to be is prone at position H (under the letter this time, not at the arrow). As the field of fire shows, you can suprise the defenders that move around in point C, and also cover your buddies in position K.
Right. This is me done for this one. More may be following as I find the time.