So, I've begun studying Adrift through film from various members of the community and I've come up with some rough ideas about the map. I don't have recommended starting strats yet, but I've been able to figure out some things about the flow of the map:
- One team is always on defense
- Base control falls apart without control of the attic
- Winning relies on containing the defensive team
Defense
From the way Adrift plays, one team typically ends up playing defense from their base, trying to push out through either the Hallway, Attic, or Tunnel. To hold defense in the base, players have typically attempted to fan out with one person controlling your attic, two guys controlling your balcony, and two guys guarding the hall door and the tunnel door.
However, I think what we'll need to do more of, is to have the person guarding hallway move into the hallway itself at the first corner that leads out to mid. From there, that person can help guard the hallway, guard the lift, shoot across to the other hallway, and clean up guys at mid. Additionally, it provides support to the person you'll need to the hallway. The people playing the tunnel need to try to move down and control the ramp to provide additional support at mid or flank out to the opposing team's hallway. Most importantly, you need to prevent the enemy team from jumping from mid to your attic. Once they position guys there, they typically back half of your team up into your base and move into offensive position. Here's the breakdown:
- 1-2 Attic
- 1-2 Tunnel/Ramp
- 1-2 Hallway
From there you can get enough crossfire angles to push out of your base and move into offensive position.
Offense
Offense on this map is about containment. Because of the sightlines and paths of this map, it is very easy to restrict a team to their own base. Defenders only have three ways out of their base, while offenders have five ways (the three defender paths, plus the two lifts).
To hold a team in their base, you need to maintain control of the jump up to their attic, their entrance to hallway, and the ramp in their tunnel. From there, the opposing team cannot exit their base. Breaking into their base is about getting someone inside behind them and forcing them to turn around and shift position. The easiest way is to kill the person sitting on jump up to their attic and then to take top control in their base to start shooting down on people.
However you push into their base, all that matters is that once someone enters their base, everyone else needs to take advantage and force 2-on-1 situations. If someone pushes over the tunnel lift or through tunnel, hallway players can peek shoot to put shots into combatants on that side of the map, which then frees your tunnel pushers to shoot the guys on the other side of the hallway (or vice versa).
Random Ideas
Here are a list of ideas I randomly had while watching film and experimenting in Forge. Please post feedback.
Offense:
- Lift into opposing team's base and use thruster pack to get behind cover immediately.
- Using pulse grenades to clean up people in hard to reach places
- Using AR backup to shoot down on enemies to conserve your own ammo and disrupt defenses
- With two players, having them walk together, then having one throw hologram and stop moving to bait a bolt shot into a Pulse Grenade + Headshot trap
- Lifting with camo to confuse enemies
Defense:
- Using turret in Hallway to allow that player to work solo
- Running one person with camo in a group to disguise how many people may be leaving the base on a flank
- Flaking out through bottom-mid more often
- Frag bouncing from the hallway to oust players in your attic