Block N Load

Block N Load

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Search and Destroy, A Guide to Killing the Enemy Base
By -ka7
This is a guide by Deadka7 {LINK REMOVED} on how to effectively do well when playing Offense. Often times I see far too many players not really 'getting' it when they go on offense, and usually just suicide rush in to kill the cube. Although a decent tactic that works sometimes, it isn't quite effective against a good team's defense nor viable at all come later in the match. So here I will present all knowledge that I can to help you to Search and Destroy.
   
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Introduction
**NOTE* Guide has not been updated since April 30th, 2015. I do NOT plan to update the guide further as I no longer play BNL and thus wouldn't know the current meta, maps, or new heroes. That said, you can infer a lot of information from this guide and use much of it in your exploits, just realize that this may be outdated information.**

Offense is not a playstyle for the faint of heart. You've got to think on your toes at all times, be a pretty good shooter, have knowledge of all kinds of defense strategies and ways to defeat them, and just all around be an extremely good player to pull it off. Thankfully with this guide, you'll hopefully come out with a better understanding of offensive strategies and tactics, and maybe even think of your own unique ideas that progress you forward as a good offensive player.
Offensive Tools
Bombs (Dynamite and Large Bomb)
Bombs are the way to ultimately break the hardest defenses and walls in order to get at the cube with ease. Dynamites are the cheaper and typically worse bombs to use, and only should be picked up by characters that are always stretched on resources (like Cogwheel), even then- I still don't recommend it. Large Bombs are the bread and butter of an offensive player, and should be picked up on any character that has the intention to go on offense. Even if you're a sarge with satchel charges or Tony with no real space to pick bombs up, Large Bombs are absolutely required.

Spawn Points
If Large Bombs are the bread and butter of an offensive player, then Spawn Points are the Bacon and Eggs. Spawn points are required on any team that wants to have a good offense, and must be used very strategically to get the most out of them. I'll go into far more detail on Spawn Points later in the guide.

Speed and Jump Pads
Speed and Jump Pads are the best way to help navigate across the map and get to the enemy base as fast as possible. Having Speed+Jump Pads starting from spawn and ending at the enemy cube is extremely useful, as it helps keep up a high offensive pressure. Any team should pick these up for use to help the entirety of the team move much faster.

Traps
Typically used for defenses, Traps are also pretty useful in delaying the enemy defenses from getting to you or your spawn points. Placing mines, beartrap pits, tiki's, or any other matter of traps helps slow or even kill the enemy defensive players, allowing you to beat that cube to a pulp for even longer.

Offensive Radars
Radars are necessary to see the enemy defenses before you get shot up to hell. A way to use them is to quickly dig and place a radar down to find enemy defensive radars to kill them, making your movements behind the enemy base harder to notice. Offensive radars also help to track enemy defender movements and allow you to prepare areas with traps or be ready for an incoming defensive push.

Health and Ammo
(Forward Operating Base (FOB)/Fallback Points)
Another block typically used for defense, Health and Ammo is another thing to help keep up a high offensive pressure. By using FOB's to keep in the fight longer, you effectively stay alive for much longer, meaning you're hammering down on their base for a longer time rather than waiting for those long 45 second respawn times. A trick is to put traps around your FOB's so when you do fall back to them, you can lure enemy defenders into the trap to better allow you to get at their cube after they're dealt with.
Spawns
Spawn Points are the prime way to keep up offensive pressure and keep you inside/behind the enemy base for constant destruction. A problem I see with most people is they don't hide spawns at all or at least not very well. The key to hiding spawns is keeping their location as natural looking as possible while not being within enemy radar or easily found by a defending Nigel’s scan.

Hiding Spawns
The easiest way to hide a spawn is to find a wall or corner, dig in and down and around a bit, and place the spawn. The problem is these can be picked up very easily by someone simply walking by, so a more interesting way is necessary. Blending spawns in with your surrounding environment, such as regular boxes or near cliff faces, is a slightly harder but much better way to hide them. Finally, making a 'drop down' spawn is one of the best, as very few players ever look up for a spawn, but these spawns usually take the most time to set up, so try to make sure the area is going to be clear of enemies for a long while. One thing to note is that whenever you plan on making a spawn, you must clear the area of enemy radars and make sure you haven't killed an enemy recently- as these will likely give your spawn position away very quickly. Check at the bottom middle at your buffs to make sure a green enemy radar circle or red nigel spotted circle aren't there. Finally, never have spawns in close proximity of your radars or even mines if possible, as it helps show the spawn location much easier. And if your spawn is actually found out and you're able to stop them from killing it, you can either trap it with loads of traps or run back and kill it to get some money back and place a new spawn elsewhere.

Good Spawn Location Examples
Here I will post some screenshots of a few good spawn locations, keep in mind some of these screens may not look like they have a spawn actually present, but in fact do. Check the minimap for an approximate of where they are in the base.


Wall/Corner Spawn


Mud Spawn


Box Spawn


Drop Spawn


Extreme Spawn


Decoy/Extra Spawns
Another strategy to do with spawning is by making decoy spawn areas or having a plethora of extra spawns alongside the main backup spawn. A decoy spawn is created by putting a couple radars and mines around an area and using a regular land mine skin placed flat down to make it look like a real spawn, this is to trick nigel's spot prey users into thinking it is a real spawn. To do this effectively, you must use Sarge's Beacon Spawn Skin, as it looks very similar to regular mines (the gas cloud above the beacon isn't seen from enemies).

Following this, creating extra spawns or extra decoy spawns around an area will help stop the enemy from actually looking for your true hidden spawn. By placing so many spawns and coming from so many different angles, it will be difficult for the enemy defenders to distinguish where your spawn location actually is. And just placing easily findable spawns may make it so the enemy thinks they got your spawn when you actually have 2-3 more hiding around. Lastly, sometimes coming from your base in the front lines may trick the enemy into thinking they got your spawn and to not look for it anymore.

Leaving a Spawn Location Properly
One problem I see very often is people don't leave a spawn location properly. Often times people will continue going through the same route of the spawn, rather than come from different angles, making it far easier for the enemy to figure out approximately where your spawn is. Stop this. When you exit a spawn location and pick one path, the next death you have you should exit it in a different route and come from a different angle, to help trick the enemy. Say one time you go up the roof of mountain express, well the next time you should come from underneath and then the next time maybe from the front or the back.

Another thing is often times people will mess up the spawn area because they don't know the exit path. Again, stop this. When you spawn at a spawn location you didn't place, try your absolute best to leave the area intact as much as possible. Too often when I place a 2-deep spawn in a 1x1 cave setting, people with cut stairways or messup the look of the area, causing the spawn to possibly be found easier.

Finally, when you do have a spawn location set, you want the ability to exit it's location as fast as possible, so for example having a spawn in a deep tunnel, you don't want to continuously waste 3 minutes exiting said tunnel, instead have a ninja place some speed pads to exit faster or widen the top of the tunnel so you can sprint out of the area. This will help hide the spawn as nigels that use their special ability to find you, will have a harder time finding your spawn.
Offensive Tactics & Strategies
These are all various tactics that one can employ when assaulting a fortified base. I can't go over attacking each base defense, as that would be a long post not to mention people come up with new defensive strategies all the time, so for those specific instances it's honestly up to you to figure out the best way of approaching.

Suicide Runs
One of the simplest and easiest ways of attacking, these type of assaults are used mostly in the earlier stages of a match, and is just a constant barrage of destroying defenses or attacking the cube before you ultimately die within a short period. Doing these attacks helps to have a spawn close to their cube or near their front lines, so you can be back in the assault as fast as possible after death. The major problem with this strategy is after 15 minutes or so, the death timer really starts to lengthen, and these suicidal bursts are fairly useless. I personally don't really like this tactic, but it is decently viable at the start of matches, and it helps to have groups of 2-3 all rushing in at the same time to do as much damage as possible.

Digging
The second major offensive tactic that I see a lot of people do, and one that doesn't really do much. The problem with this tactic is many use it to get in close to set bombs underneath the base, but this usually doesn't destroy the defenses or do damage to the cube. Instead, it makes attacking the cube much harder as now there's massive holes around the cube, so it's much harder to get to it to attack it. The other way of using digging as a tactic is for in flat/linear maps, where assaulting the base from the front leads to a fast death because of open grounds, so going underneath is the best way. A problem here is frontal radars that detect you can easily show defenders where you are to be killed. Digging fast and blocking/mining behind you is what can ultimately help you break deep into their base. Placing a spawn below is fine, but do know that it may not last long as the tunnels leading to it kind of give away it's location. To help against that, every respawn should be a new tunnel to create a network of tunnels, and the entirety of the network should be trapped as much as possible. Ultimately, this strategy is still easy to counter due to Nigel/Radars, and it usually leads into a long time of not attacking whereas the enemy team can be destroying your base, so I don't recommend it when possible.

Keeping Offensive Pressure
Reading a bit above, you ma ask why I keep saying what's best for keeping offensive pressure, well the basics of it is you want to constantly keep an assault up at all times so the enemy doesn't get time to rebuild. Dying, reloading ammo, replacing mortars, going back and setting more radars, or going back to help defend all lower your offensive pressure which means the enemy gets more time to rebuild/re-trap/re-mine/prepare the next cube/mine more resources. This is very bad, because then everything you've done till then has been rebuilt, meaning you have to basically assault the base again to get back to where you were.

The main problem that loses offensive pressure is going back to help defend your base- you rarely want to do this. You always want to have at least 2 players constantly assaulting the enemy base, and believe in your actual defenders to defend your base properly. Any time you aren't attacking, they are rebuilding. If you must go back to say, replace radars or mortars or something, then call for someone in your team to take your offensive position while you're gone, so the pressure is always up. Another problem as an offensive player is when you chase kills or kill the enemy offensive players along the way, this again wastes assault time and lets the enemy rebuild. It's good to kill enemy defenders or help your defense every once in a while, but it's extremely bad to let up the assault for any length of time. Always Attack, Always.

Base Destruction
Before you attack the cube, you need to destroy their defenses. Their reason of placing defenses is to delay your attack as long as possible. Now yes, you can rush in and suicide to do some cube damage and overtime kill the cube, but this may take a while and the longer it takes, the longer a respawn you have. Ideally you want at least 1 cog and/or 1 sarge with mortars/grenades/rockets, to explode much of the defenses that they have as fast as you can. Things like mines, tikis, turrets, frontal walls, health+ammo, and their forward spawn points all ideally want to be destroyed to diminish the damage you take when attacking the cube. Yes, it will take a bit of time to kill some of this stuff, but once done, you can run around their base freely and attack the cube in force with 3+. This allows for quick cube take-downs, and a snowball effect to rush down and take the other cubes as well. A well coordinated offense once the majority of enemy defenses are destroyed can make a game end very quickly. Do note you don't have to kill Everything the defenders have, just the important stuff to allow you to smack the cube as long as possible.

Vertical Destruction
Similar to base destruction, using verticality to destroy things from afar. This is why all defenders should kill as much vertical structures as possible, because it honestly is the easiest way to destroy a defense. A cog perched up on top of the mountain on mountain express, laying down cannon fire can destroy a ton of base defenses. Similarly, a ninja shuriken-ing on-top of a tower is almost essential to safely take down tiki's and turrets. Use verticality to your advantage! Rushing the front lines isn't always the best option.

Offensive Trapping/Blocking
Placing offensive traps along walkways, near cubes, and most especially in third cube rooms can substantially help stop the defenders from getting to you. Mines, Fire Mines, Beartraps, Tikis are all extremely deadly and can outright kill a defender before he even gets to you, giving yourself another 15-45s to hit the cube freely. Another thing is blocking the force-fields themselves to stop them from leaving, but I think this takes too much time and feels too much of a cheap tactic so I rarely do it. Instead I'd rather give them the false security that they can enter the trapped room, before they die because of it.

A quick example shows how deadly 3rd cube traps can be:
http://www.twitch.tv/deadka7/c/6613684
As you can see, we basically own the cube and the chances of them entering and stopping our assault are slim to none. The enemy was forced to basically assault their own cube due to the traps. After their first deaths, they were scared to rush in thinking there was more mines even though there wasn't.

Flanking
Flanking is a tactic used in most FPS's and often in real life. The idea of flanking is to come in at any direction instead of the frontal assault. For several maps like Mountain Express, there's plenty of ways to enter a base via the use of flanking, and most assaults are won by the use of flanking. Other maps like Causeway, don't have very many flanking ways and so the typical way is just by digging. Either way, the idea is to get Behind the enemy to make the assault, rather than siege-ing their front wall. Once you're behind the enemy, you can destroy a ton of things before they notice you, place bombs, place spawnpoints, and just otherwise ruin their base defense. You want to flank as much as possible, but not have the entire team be flanking. You still want a frontal assault, such as sarge rockets or eliza shelling, but you also want someone in the back lines causing mischief, like O.P.

Provided is the many ways you can flank in Mountain Express, learn and use them all! Varying up your flanking paths help make the stealthy approach all that more viable.

Offensive Strategies & Tactics Continued
Sky-Bridging
Using "Sky Bridges" to get around to a flank, getting ontop of a vertical position, or just in general getting above their base without them noticing is another good tactic. Skybridging is often to used too much, as if the enemy notices it, it gets taken out fairly easily. However, if you are constantly keeping the enemy distracted, you can make a sky bridge and sneak above them to drop bombs directly onto or near the cube. This can have a huge explosive effect. Another thing to note is making wide bridges with defensively placed top blocks, and/or making structural supports will keep a bridge up far longer, but takes a bit longer to build. In some games you can basically bridge your way to their cube from your spawn, and have speed pads along the way, so you ultimately get to their spawn 2x faster.

Bricking yourself when attacking the cube
Whenever you can, try to quickly brick yourself in next to the cube so when the enemy finally does get to you, it takes a bit of time to kill you. Ideally you want 2 spaces to move around in, so if they start breaking a brick on one side, you can move to the other side and block yourself in for a few more seconds of attacking. Another thing is brick around the cube as decoy spots, so they may potentially break those before they break yours, allowing you to hit just a little bit longer. This isn't always the optimal solution, as if enemies are right around the corner on the way, then it's better to hit the cube for as much damage as possible or get ready to fight/kill them. The best times to brick yourself is when you have just killed the enemy or have come behind them stealthily to give yourself some time to do the bricking. If the enemy has already bricked in much of the cube for you, then they've done you a huge favor and you should thank them by exploiting it quickly.

Bombing the cube
Often times I see people bombing the cube when really they should be attacking it, and it annoys me. 2 people attacking the cube can usually kill it much faster than placing down a few bombs. The trick to when using bombs on the cubes is for stealthy attacks. Rushing in and bombing the cube while the enemy is distracted from the front line is the ideal time. Then when the bombs are about to explode and you start attacking it, it becomes a huge chunk of damage taken by surprise. Another option is dropping bombs on the cube, but this can be fairly easily stopped now unless you have good ability to do damage while they try to stop the bomb.

Synchronized Pincer Attacks
One of the hardest strategies to pull of, as it requires major team coordination which doesn't happen in friendly games very much. (If you get on voice chat and try talking/organizing with your team, some of these stunts can be pulled off!) The idea of this strategy is it takes knowledge of 3 players on what to do and when to do it. The first player is one who's come from a flank and has gotten either behind or above the enemy. Once in position, that player calls out when to initiate the pincer and the other two follow suite. The second player is on the front line, rocketing/cannoning/causing mayhem, and is basically trying to run distraction. The objective of this player is to kill any defenses/enemies that he can while he's alive. The third player can either be dug near the enemy base underground or alongside the second player. His objective is to rush in and setup some bombs and then go for other base defenses. Once the second player initiates the distraction, the first player in the pincer comes from behind/above for other kills, or if the base is empty, goes straight for the cube and blocks themselves in. Once everyone is doing their job, it's very hard for the defenders to focus at the mayhem and thus one of the 3 attackers will have accomplished their individual goals. If you can get a cohesive group of 3 people doing this, it'd be one hell of a blow to the enemy team.

Adapting On-The-Fly
Finally, the prime tactic to being a good offensive player is to constantly think of offensive tactics on the fly as you're assaulting the base. Some assaults may fail, you'll die, or get found out during a flank, and instead of constantly repeating the same tactic over and over, like slamming your head into a brick wall, you want to change it up completely and come from another angle. Being able to adapt to any situation and surrounding will make you an amazing offensive player even if you have no allies/teammates to fight alongside you. I often times can be the only offensive player, but can usually pull through with a heavy assault and cause the game to snowball into a win. With all that, be sure to open up a game in custom to skim through any new maps you haven't played yet. Learn the cuts, look for the optimal paths, find the best flanks- so that way you have an edge over your opponents before they even step into the ring.

Quick Order of importance
  • Kill enemy cubes (Duh.)
  • Setup a forward spawn (Keep offensive pressure.)
  • Kill defender's forward spawn (Stop their defensive pressure.)
  • Setup a FOB (Keep offensive pressure.)
  • Kill defender's FOB (Stop their defensive pressure.)
  • Destroy enemy defenses (Allow you to kill enemy cube better.)
  • Kill the enemy (K/D isn't important as offense, cube damage is. Only kill when you need to.)
Offensive Heroes
Here I will just briefly go over each hero with their offensive capabilities and what you should choose as your offensive hero. This list is in order from best to worst offensive hero, in my personal opinion. If you excel extremely well as one of these heroes and they are lower on the list, don't fret! You just have a different skill/strategy/opinion than me, and you should utilize that to your advantage!

Cogwheel
One of the best offensive powerhouses in the game. Thanks to his mortars destroying large areas of the maps, his cannonball doing heavy damage to structures/fortifications, and his rotary cannon to mow down the enemy defenders, Cogwheel is just perfect as an offensive character. Unfortunately, he does have the downside of being extremely slow, so open and wide maps where he can be under heavy Nigel fire, and with very low survivability on escaping a losing fight, he isn't perfect. With that in mind, I still recommend Cogwheel to any new offensive player. Just remember to place those mortars, and be sure they're hidden and spread out!

Sarge
Another really major powerhouse in the game, he's got rockets, grenades, and a big ol' LMG at his side. A little bit faster than cogwheel allows him to slip deep into the enemy base quickly to place hidden spawn points and other doodads. Another thing to note is using his passive heal to be able to stay in combat for a longer amount, being able to dip out momentarily to heal 50 hp is a huge strength to sarge. However, he isn't the greatest in combat, relying heavily on his Rocket Launcher to do a lot of the damage (both to players and bases), and due to this can run high and dry on ammo, negatively effecting his performance. That said, another heavy recommendation to any new offensive player.

Eliza
With her play-style and block set, she's typically considered a defender- but don't let that fool you. Eliza is one of the top 3 heroes currently that does heavy damage as an offensive player. She excels really well when digging and being just a flat out annoyance when it comes to assault. Having an FOB every 30 blocks or so as fallback points, she can be sometimes unkillable. However, she doesn't have the greatest of destructive force (though her globe gun's AoE is pretty good), she just can't clear out a very well defended fortification too good. I recommend trying her out on Defense first before moving her into an offensive role, as you need to know how she functions before putting down the pain.

O.P. Juan Shinobi
Once considered vastly overpowered and demanded to be nerfed by all, O.P. is in a pretty good spot now. O.P. can slay many defenders and eventually crack open a fortification with enough force. O.P. does very well as an offensive pressure character, and does pretty well with the suicide run tactic since every other death can be a teleport to his shrine. Also keep in mind to always try to have a shrine in the enemy base rather than yours, so you can keep that offensive pressure. Only when your shrines are constantly found out/sought after from Nigel is it time to keep them in your base. Also, always have a path of speed+jump pads, spamming his teleport is costly when you can be using it in combat instead. His problem however is it's very hard to deal with mines and tiki's, as he doesn't have any explosive power in the slightest. He also relies on verticality to destroy base defenses, which may not be present in some maps- especially if cut down. O.P. takes a lot of skill to play, and I don't recommend to any new offensive player, but after you've given Cogwheel/Sarge a try, you can attempt to learn this master of shadows.

Tony
Tony is actually decent at offense thanks to his special ability, allowing him to place near-instant bombs followed by protecting them with his high damaging close-combat shotgun. Tony also can setup an FOB similar to Eliza, even putting some turrets down as well to ward off any defenders. However, at least currently, Tony's Turrets aren't the greatest and he has no destructive force aside from his quick bomb placement. For the most part, I'd say keep tony as a defender and maybe utilize him in Synchronized Pincer Attacks for quick bomb placement.

Nigel
Nigel just isn't a good offensive character in my eyes. Yes, he can do some damage and heavily harass the enemy while above their base and tiki up the entire map, but he can't do very heavy damage to a well fortified base without taking a lot of time to single-handedly snipe each thing individually. Another problem with Nigel is he isn't a very run and gun type of character, able to dip in and out of the enemy base quickly- he needs a quick second before taking his shots usually. Nigel is best kept on defense, shooting people from afar, and using his special ability at a distance to help with the offensive push. I don't recommend playing Nigel as an offensive character.

Future Heroes
Will add Astarella, Sweet Science, and Genie after they've been released and probably any other heroes that may be coming.
Conclusion
Playing on offense can be a thrilling ride, as you have to use your wits and shooter experience to do well. If you utilize all of what I just said into your play-style, you can likely become a deadly assault force that makes defensive players weep. If you'd like to see a great offensive push from my perspective, you can watch the KK v DB twitch highlight here: http://www.twitch.tv/deadka7/c/6600099

I no longer plan to update this guide as I no longer play the game. Sorry guys.
29 Comments
Yeti 20 May, 2018 @ 2:02pm 
Still relevant today
🎀Leafbox_ 30 Aug, 2017 @ 6:33am 
we make a good defense and im vander




Places tesla coils




telas destroyed by asshole that thinks teslas are shit
Professor G. E. Challenger 5 May, 2017 @ 12:42pm 
━━━━╮ This is memedog. Help
╰┃ ┣▇━▇ memedog take over
 ┃ ┃  ╰━▅╮ Steam Guides by pasting
 ╰┳╯ ╰━━┳╯ him in other
  ╰╮ ┳━━╯ Guides or he
 ▕▔▋ ╰╮╭━╮ will never be a meme dog
╱▔╲▋╰━┻┻╮╲╱▔▔▔╲
▏  ▔▔▔▔▔▔▔  O O┃
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boba tea enema 3 Feb, 2017 @ 1:53am 
V I'm afraid you are blind, deaf, and retarded. This is old you fuckwit
Rony34 1 Jan, 2017 @ 7:39am 
THIS GUIDE IS TERRIBLE
-ka7  [author] 2 May, 2016 @ 12:03am 
Sorry, but I do not have plans to update this guide. I do not play BNL anymore. If someone has the desire to take my guide, modify it, and update to current content, then feel free. I only ask for some credit at the end.
B1G TO4STY 24 Mar, 2016 @ 3:45am 
Yeah..., what rockminelaw said.
repigga 20 Nov, 2015 @ 2:33pm 
r u gonna add astarella,genie and sweet science
BackGod 16 Nov, 2015 @ 6:31pm 
The Yeti, if it has upper ground, just needs to setup a ice block, then can spam snowballs at your base and defenses, how do i counter?
CotaMats 12 Nov, 2015 @ 3:51pm 
Great guide, but please update soon.