RetroFlame77 verified LV.24 Good Leader
Aug 28, 2020, 05:39 PM 245 read

Guide to playing ‘Mute’ in ‘Border’

Guides

Border is a small building-type battlefield consisting only of the 1F and 2F. The battlefield is quite narrow, so no Bombsite has enough room for the defensive team to settle down, so they have to use the entire floor to defend. For this reason, it is more effective to actively block offensive teams from around Bombsite rather than wait for them to come. For example, when an offensive team attacks outside the building through a window, it is better to deal with it by doing a run-out play.   While the Objective Location has only one place on the 2F, it features three locations on the 1F. The battlefield itself is not wide enough, but three out of four Bombsite are on the 1F, so the offensive team should also try Vertical play on the 2F. There are many hatches on the 2F that connect with Bombsite on the 1F, so it is inevitable to place defensive members on the 2F to make the map wider.    

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▲ In Border, the Bombsite on the 2F is usually preferred.     Mute has the ability to install Signal Disruptors that disables all of the offensive team's electronic equipment in a certain range. Four Signal Disruptors can be installed in a round, and are usually installed on the way where the offensive team drones go, blocking the information gathering by the offensive team or installing it behind the main reinforcement wall to prevent the explosion of the breaching equipment. In particular, it is better to leave the reinforced wall to Bandit or Kaid, as the drone blocking ability is only one of the two in the defensive team along with Mozzie.   Mute, like Smoke belonging to SAS, can use the SMG-11 Machine Pistol as the Secondary Weapon; players often use the SMG-11 with the M590A1 Shotgun as the Primary Weapon. The M590A1 shotgun itself has such a high collection rate that it can be overpowered from a rather long distance, and Impact Grenade can be used instead if a Remodel work is required within the Bombsite. However, keep in mind that SMG-11 is difficult to use at long distances because of its big recoil.    

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▲ Secondary Weapon, SMG-11, which has a high fire rate of 1270, but its recoil is enormous and capacity is small.     ▣ In case, the site is '1F Customs Inspections ~ 1F Supply Room'   There are two walls that are connected to the outside on the Detention close to both Bombsite, and it is important for the defensive team to reinforce and prevent them. It is also good to install a Signal Disruptor behind this reinforced wall, but as mentioned earlier, it is recommended to use the Signal Disruptor to block the offensive team's drones, so if the team has Bandit or Kaid, it is better to let them defend it. On the contrary, it would be better to have a Signal Disruptor installed if the team doesn’t have both of them.   If you use MP5K for a long-range attack, it is possible to do run-out play through the Exit Hallway door or the Ventilation Room window and raid the offensive team that tries to breach the reinforced wall. However, if there are several offensive teams that are breaching, there is a risk of being attacked in reverse, and if you are unlucky, you may end up giving a kill to the offensive team.   There are two hatches in the security room on the 2F that leads to the Customs Inspections, so the defensive team should also consider the offensive team targeting the hatch, Vertical play, and Hatch Drop. One of these hatches, in particular, is located just above the Customs Inspections bomb, making it difficult for the defensive team to hide inside the Bombsite if this angle is taken away. Therefore, it is recommended that at least one person be on standby and respond according to the movements of the offensive team.    

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▲ The Detention Reinforcement Wall, which is the core of the attack, and there can be an offensive team that makes a hole in the top of the reinforcement wall and throws Frag Grenade, so be careful.  

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▲ You can do run-out play through Exit Hallway or Ventilation Room windows and raid the offensive team's hard-breachers.  

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▲ The basic operation is to block drones by installing a Signal Disruptor around the Bombsite entrance.  

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▲ A location that protects the reinforced walls and also blocks the drone's path on the opposite side to some extent.  

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▲ Install it close to the corner of the Supply Room to block drone access across the aisle.  

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▲ If you're using the M590A1 shotgun, make a hole in this side so that you can look at the Supply Room from the Customs Inspection.  

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▲ Giving the 2F security room hatch to the offensive team is dangerous as most of the Bombsite is exposed from here.     ▣ In case, the site is '1F Ventilation Room ~ 1F Workshop'   Outside the building, there are two angles that can keep the Ventilation Room in check, so virtually every corner of the Ventilation Room is captured in the offensive team's sight. In other words, there is no room for the defensive team to hide in the Ventilation Room. Because of this, the defensive team has to make a rotation through the Server Room wall and defend at the Server Room. Installing Mira's Black Mirror in the direction of the Ventilation Room and defending based on it is often seen.   The problem is that there are also hatches on the 2F that leads to the Server Room and Workshop. These hatches are also located directly above Bombsite, and unlike the CCTV Room, the floors here are all made of breakable materials, making them highly vulnerable to Vertical play. That's why it is essential to have defense members on the 2F, similar to the defense in the Customs Inspections.   If you do run-out play from the 2F Archives or the Armory Lockers window, you can also catch a checking offensive team at the Ventilation Room window. When defending on the 2F, it's worth a try if you get a briefing from team members that the offensive team is in the Ventilation Room window.    

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▲ If you're using a shotgun, the first thing to do is to make a hole here to create a rotation to the Ventilation Room.  

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▲ It is the basis of a defense to confront the outside-building offensive team in the Server Room that aims for the Ventilation Room.  

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▲ At the Bathroom on the opposite side, it would be better to defense if you make a rotation and make it a defensive team’s area.  

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▲ Location of drone holes in the Workshop, it’s good to install a Signal Disruptor here.  

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▲ The 2F Archives hatch, this hatch is connected to the workshop. It's dangerous to lose either one of them to the offensive team.  

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▲ You can do run-out play through the window from the Archives on the 2F to target the offensive team outside the Ventilation Room window.     ▣ In case, the site is '1F Bathroom ~ 1F Tellers'   There are two walls connected to the outside in the Tellers, so engagements are held mainly here. However, the situation is completely different from the Detention reinforced wall described above, if the offensive team checks here, as there is a window right next to the reinforcement wall, Shock Wire or Electroclaw behind the reinforcement wall can be easily destroyed. Naturally, neither Bandit nor Kaid can do Bandit Trick. For this reason, the defense must be continued with the assumption that the wall will be breached unconditionally.   It seems to be a hopeless situation for the defensive team, but even if the wall is pierced, the offensive team cannot keep the entire Tellers Bombsite in check, so it is not that helpless. If the defensive team defends by opening the hatch from the 2F Office and looking down, they could catch an offensive team entering through the Tellers reinforcement wall. Because of this, neither would the offensive team try to penetrate inside Bombsite.   You can break the Archives or Office windows, do a run-out play, and raid an offensive team keeping Tellers in check outside the building. As always, however, doing run-out play has great risks, so be careful of the offensive team's counterattack.    

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▲ The Tellers wall has a window right next to it, so it's hard to stop the offensive team from breaching.  

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▲ There is also a way to target the offensive team through the hatch at the offices on the 2F assuming the Tellers wall will be breached.  

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▲ It would be better to reinforce the three walls of the Offices when playing defense here.  

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▲ When defending inside Bombsite, be careful of the sniper from this window, never expose the angle of getting shot.  

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▲ Depending on the situation, you can do run-out play like jumping over the Offices window to the 1F……  

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▲ Or the method of running out through the Archives window mentioned above is also valid.  

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▲ The drone hole in the Bathroom, if necessary, install a Signal Disruptor.     ▣ In case, the site is '2F Armory Lockers ~ 2F Archives'   It is the only place where Bombsite is created on the 2F, and unlike other places, there is no risk of Vertical play, so it’s the easiest place for the defensive team to defend. Perhaps that's why it's the most frequently selected Objective Location in Borders.   There’s Balcony where the offensive team can stand on all sides of the 2F, the offensive team tends to come up here first and then start the attack. In particular, if the offensive team on the West Balcony breaks the wall leading to the Armory Lockers, Bombsite will be exposed immediately, which would be good for the defensive team to block in the Security Room. In addition, it is not bad for the defensive team to try a run-out play using the 2F Balcony.   The routes around Bombsite are usually narrow, so proper installation of Signal Disruptors as soon as the Preparation Phase starts may prevent drones from getting close to the Bombsite. Behind the reinforced wall of the Armory Lockers, if there is no Bandit or Kaid on the team, it would not be bad to install one of the Signal Disruptors.    

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▲ Let's set up a Signal Disruptor on the way to the drone.  

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▲ The most important reinforcement wall in the Armory Lockers, if possible, would be a good place to focus the defense gadgets.  

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▲ You can interfere with the breaching of the offensive team on the opposite side of the security room.  

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▲ If the Offices are taken away by the offensive team, they will try to breach this wall.  

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▲ Location of Signal Disruptor to block drones approaching from the North Balcony.  

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▲ Location of Signal Disruptor to block drones approaching the Break Room.  

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▲ It's also good for a defensive team member to do run-out play to the Balcony.  

Comment 13

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