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Halo Infinite Behemoth Map Guide



Behemoth is one of the most controversial maps in Halo Infinite because of its large size and layout. This map is fun in causal modes with vehicles, but it can be tedious in Capture the Flag ranked matches. Regardless, it’s a map you’ll encounter sooner or later, and knowing the best strategies and weapon locations will help you in any situation. 

Weapon Spawns

  • East Edge: Plasma Carbine and Ravager
  • North Base: Mangler, S7 Sniper (ranked) and BR75/VK78 Commando (ranked)
  • North Basement: Sentinel Beam/Needler (ranked) and Dynamo Grenades
  • South Basement: Needler and Dynamo Grenades
  • South Base: Mangler, S7 Sniper (ranked), and BR75/VK78 Commando (ranked)
  • East Tower: Plasma Grenades and Skewer
  • West Tower: Plasma Grenades and Skewer
  • Top Mid: Plasma Grenades 

Equipment Spawns

  • North Basement: Grappleshot
  • West Tunnel: Repulsor
  • East Tunnel: Repulsor
  • Bottom Mid: Active Camo/Overshield (ranked)
  • South Basement: Grappleshot

North Base

Screenshot via 343 Industries

The North Base is one of the spawn locations on Behemoth. Several weapons spawn in this spot, including the Sniper Rifle in ranked matches. Players can push into Lower Mid from the North Basement or push towards either tower in the outside lanes. 

One of the flags in Capture the Flag spawns in the North Base, meaning teams will have to defend or attack the area. The Sniper Rifle in ranked matches is deadly, especially if you can consistently hit your shots. The Commando is less effective but can chip away at shields to soften enemies before reaching the base. 

There are also two launchers on either side of the base that allow players to propel themselves towards either tower. Remember that you’ll be vulnerable while airborne, although you can also fire back. 

East Tower

Screenshot via 343 Industries

The East Tower, also known as the “Light Tower,” is located between the North and South bases. Both bases have a launcher that drops players near the tower, which is often a contested area. East Tower also stands directly across from the West Tower, meaning players can engage enemies across the map with ease. But avoid standing near the Plasma Grenades that spawn in the tower as players can detonate them remotely for an easy kill. 

South Base

Image via 343 Industries

The South Base is almost a carbon copy of the North Base, a running theme on the symmetrical Behemoth. The same weapons spawn on either side, and players also have two launchers available for use. 

West Tower

Screenshot via 343 Industries

The West Tower, also known as the “Dark Tower,” is located between the North and South bases directly across from the East Tower. It also has the same weapon spawns as, and a layout symmetrical to, the East Tower. 

Lower Mid

Screenshot via 343 Industries

Lower Mid connects the North and South basements with a bridge where Active Camo and Overshield spawn. Players can see the bridge from both basements and through openings near the West and East Tunnels. Traveling through Lower Mid might seem like a safer choice than moving above ground, but getting caught in this area is almost a death sentence as there is little room for escape. 

Grabbing Overshield can be a game-changer, especially in ranked matches. Work together with your team to secure essential equipment to avoid giving the enemy team a free win. 

Top Mid

Screenshot via 343 Industries

Top Mid lies in the center of Behemoth, between the North and South bases and the East and West Tower. This area is directly above Lower Mid and features two paths into either base. Moving through this area safely is easier said than done, though: players around the map have a direct view of this area. 

Lone Wolves won’t survive

Behemoth is one of the biggest maps in the ranked playlist and requires teams to work together to succeed. It is almost impossible to make it to an enemy base singlehandedly, especially if the other team is working together. 

Teams should push the enemy base in force and avoid taking individual gunfights. It’s easy to deal damage from a distance on Behemoth, meaning enemies can take out your shield before you reach their base. Most of the time, they can’t deal with an entire team of four pushing from multiple directions, so coordinate with your team before wasting your life. 

This is especially important in Capture the Flag, where pulling the flag with no backup is a waste of time. It can also put your team in a rough spot: the enemy can capitalize on a numbers advantage and mount a counterattack. Communication and coordination should be standard in Halo Infinite, but they are especially important on Behemoth. 

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How one CS:GO map has hurt Team Liquid over and over again



Every team in professional Counter-Strike has had its ups and downs with certain maps in the competitive pool. Even the greatest teams of all time, such as 2019 Astralis and 2015 Fnatic, have had to adjust their map bans during cold streaks.

What is rarely seen at such a high level of CS:GO, though, is a team firmly in the HLTV top 10 for months have such a disastrous losing streak on one map in the pool.

As November comes to a close, Team Liquid, the consensus fifth-best team in the world, has lost six of their last seven matches on Vertigo.

For some added perspective, two months have passed between Liquid’s victories on Vertigo. On Sept. 21, Liquid took down MovieStar Riders 16-13, and on Nov. 23, Liquid beat G2 16-10. In between that, there were disastrous losses and questionable decisions on the pick for TL.

Two months of losses all coming on Vertigo, with a couple coming at pivotal points in the season for North America’s top squad. Take, for example, map five of the ESL Pro League finals against Vitality on Oct. 2, a grand final with two teams who were known for perenially coming up short. This was a chance for Liquid to finally put North America back on top during one of the region’s darkest periods. In the end, Liquid went down 8-0 in the match out the gate. This was a deficit the North American side would never recover from, losing the match 16-11 against Vitality.

To play devil’s advocate, the ESL Pro League is one of the few S-tier tournaments with a best-of-five format. Neither Liquid nor Vitality actively chose to play Vertigo for game five, it was just the final map left after an extensive ban stage. 

That excuse wasn’t available for TL and their fan base the next time Vertigo popped up. Just a couple weeks ago, Liquid were riding a wave of momentum in the Legends Stage at the IEM Rio Major. A 2-1 start with a big win over NAVI put the last hope for North America one best-of-three away from making the knockout stage of the Major. Going into map picks and bans, Liquid decided to select Vertigo to start the series. This was the first time Liquid had played on Vertigo in the Major, and to push things from bad to worse, their opponent Heroic currently sport a 70-percent win rate on the map, according to HLTV.

This was a confusing choice from Liquid that only got worse once the teams went live. Liquid were put onto the rough T-side of Vertigo due to selecting the map, but this time around, they put up a solid first half and were only down 9-6.

It wouldn’t matter, though, since any comeback hopes were immediately shut down.

Liquid only managed to grab two CT-side rounds and dropped the first map, 16-8. This series went the distance, too, with Heroic winning 2-1 to advance to the playoffs.

By this point, Liquid had now lost their last four matches on Vertigo. The final North American representative then had one more shot at the playoffs in Rio in a best-of-three against Spirit. Déjà vu struck again for Liquid’s fan base when Spirit forced them back onto Vertigo for the do-or-die series for both teams. Liquid, now forced onto Vertigo, continued to roll out questionable decisions, choosing to start on the T-side. Vertigo has one of the hardest T-sides of the current map pool. Liquid dropped the first half 10-5 and failed to climb back, losing the opening map 16-10 against Spirit.

For the second day in a row, Liquid lost on Vertigo and dropped the series in three games. This time, it was a much more devastating loss since Spirit sent Liquid out of the Rio Major in groups.

Liquid finally put a temporary end to their Vertigo skid against G2 in the Blast Premier Fall Final, but the heartbreaking story of Liquid and Vertigo wasn’t finished. Liquid would once again match up against Heroic, the European side that helped keep them out of playoffs at Rio, in the semifinals of the Fall Final. A trend that emerged for Liquid for the last couple of months has been banning two maps consistently in best-of-three formats: Nuke and Ancient. In doing so, this once again left the door open for Vertigo to decide the series.

For the second time in the last month, Liquid started on the T-side against Heroic on Vertigo and surrendered double-digit rounds in the first half, taking them out of the series. Heroic beat Liquid again late in the year on Vertigo, this time 16-9 to knock them out of Blast Premier’s final tournament of the calendar year.

Liquid have, at points, looked like they could compete with the best squads in the world. But in the biggest moments, Liquid have hurt themselves by sporting such a limited CS:GO map pool; one that has forced them into playing Vertigo in win-or-go-home situations at some of the year’s top tournaments.

By this point, fans have even noticed how bad Liquid’s Vertigo performances have gotten, adding fuel to the fire across social media. 

Liquid have blacklisted Nuke and Ancient at every turn, pigeon-holing themselves into Vertigo time and again. In the last three months, Liquid have played Vertigo 10 times and won only a quarter of those matches.

Something does not add up and Liquid needs to adjust.

TL need to head back to the drawing boards to feel more confident on Nuke/Ancient so they can ban Vertigo, or rethink their T-side approach to the cursed map.

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Red Bull ‘Stream of Dreams’ reveals the nation’s favourite up-and-coming streamers! – European Gaming Industry News




IESF with FitGMR will Educate Athletes on Health and Wellbeing IESF and FITGMR to host daily workshops and activities at the 2022 WE Championships Finals Busan, South Korea – The International Esports Federation (IESF) has partnered with FitGMR to bring different activities and workshops on health and wellbeing to the World Esports Family at the 14th World Esports Championships Finals in Bali, Indonesia, taking place December 1 to 12, and beyond.

FITGMR is a program designed to improve gaming performance by building behaviors and habits within the Five Pillars of Health: physical maintenance, mental conditioning, nutrition, sleep, and lifestyle. IESF serves as an educator, mentor, and guide for the World Esports Family. Through this partnership with FITGMR, IESF will strengthen its abilities to educate esports athletes and provide the resources and tools needed to succeed in video games and in life.

IESF and FITGMR will kick off the partnership in Bali with daily workouts and workshops for athletes competing on esports’ biggest stage. FITGMR Workout is a physical training session that incorporates strength, endurance, and mobility and is designed to get the brain and the body working together. FITGMR will host several workshops covering topics like nutrition and mental conditioning, as well as yoga lessons and a beach workout.

The mental conditioning workshop will show esports athletes how to rest their minds through various mindfulness practices and how they can help with focus, decision-making, mental clarity, and concentration. Just ahead of the Closing Ceremony, IESF and FitGMR will wrap things up with a FitGMR All-in-One workshop, where they will teach the World Esports Family how they can “FIitGMR at home.” IESF President Vlad Marinescu said: “IESF is delighted to be working with FitGMR to make this the most successful and engaging World Esports Championships Finals yet. The well-being of athletes is a top priority for IESF, and we always strive to give esports athletes the ultimate environment to perform at their best. We look forward to collaborating on many more impactful activities with FitGMR, and we
can’t wait to kick off this partnership in Bali!”

FitGMR CEO Krsitin Anderson stated: “This is an incredible way to end 2022. Our research and work with professional esports organizations over the last few years are the foundation of the FitGMR app that we released at the beginning of the year. Since then, we’ve introduced the concept of what it means to be a fit gamer to colleges and K-12 programs around the country. To be a part of esports athletes’ well-being, and sharing the connection between mental and physical health on the world’s global esports stage is so exciting and rewarding. We’re grateful to the IESF for their commitment to the wellbeing of players around the world.“

The WE Championships Finals competition will officially get underway on Friday, December 1, after months of preparation and exciting qualifying rounds. This year is going to be the largest, most inclusive, and most geographically diverse edition yet. It will feature several new and exciting opportunities for athletes, such as the groundbreaking activities planned with FitGMR.

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T1 to kick off VCT 2023 season training with NA boot camp



The T1 VALORANT players are set to practice against North American teams prior to the start of the season next year, according to T1 player Ha “Sayaplayer” Jeong-woo

T1 will compete in the APAC international league in 2023 since the organization was selected to participate in its home region by Riot Games earlier this year. But T1 will face off against top North American teams now as practice since they are likely seen as better-quality opponents. 

T1 player Son “xeta” Seon-ho is in South Korea for personal reasons but he will likely join the team at a later date. He is practicing with the team from South Korea.

Some North American teams have started to practice, such as 100 Thieves, according to one player. A few partnered teams are still on a break, however. 

The season is still months away for partnered teams but Challengers teams will have to compete against each other in the next few weeks. Teams not directly invited to be a part of the Challengers circuit will have to qualify through the open brackets. 

The first event for partnered teams is set to begin next February. T1 are invited to the event alongside all 29 other partnered teams from across the world. All teams will face off against each other in a one-of-a-kind kick-off tournament, set to be held in São Paulo, Brazil

The kick-off tournament will run for three weeks until March 9. The first split for each of the international leagues will begin on March 26, with T1 set to face off against other APAC teams based out of Seoul, South Korea. 

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