Enter THE PIT! A location bordered by high-rising shipping containers, players bout for dominance. Considered the most treacherous map given its smaller size and requirement for quick reflexes, here are some strong considerations.
Zone 1: Perimeter
The high exterior walls provide two levels of corner-to-corner traversal through the shipping containers lining the perimeter. Despite being the most efficient and safest way to traverse, they aren’t empty and they aren’t enclosed. Speed, elevation, nimbleness and reflexes are a must to make use of all the cover within the containers. Blown out holes make you susceptible from the map interior so it is best to time your sprints and slides for safe moving.
Zone 2: Tower
A highly fought after vantage point, the tower stands dominant and centralized in The Pit. With two base-floor entry points and winding stairs, controlling the tower apex can give you control over your enemy. Half way up the spiral stairs, there are window peeks on either side, obstructed by interior map debris. There are also two walkway entry points leading to the top of the tower; keep your head on a swivel and your ears open.
Zone 3: Prisons
On the base level sitting under the shipping container walls, a prison system can be found. Once housing the worst of the worst, remnants of post-apocalyptic gladiator brawls fill the air. Prisoners once fought for a chance of freedom, but only a rare few won such a prize. Now they sit empty as a place of respite from the echoing chaos in the arena. Be careful so as not to make the prison your final resting place as so many before.
Zone 4: The Pit
Inside the towering shipping container walls is the Pit itself. An arena of leaking gas pumps, debris, and shelter constructed of garbage line the grounds illuminated only by dimming prison lights and glowsticks. Considered the most dangerous area on the map, speed and athleticism is required. Do not get caught standing still as there could be a gun pointed at you from any angle. Traverse only when necessary or suffer defeat.
Armorers Choice
The close quarters design demands the use of short-to-medium range weapons with a large magazine count. Pistols are fine but as a last resort; it is unlikely you will ever get to use them out of necessity. The Hurricane or Hornet are strong contenders primarily on the perimeter, but the Annihilator, Viper, Proto or Trauma are best suited if the Tower is your final stand. Though not as viable on other maps, the thrill of the Sabre can be felt here along with its siblings the dual wield double barrels. The Sterling is a fun choice as it packs a punch regardless the distance but is bolder and louder than the other weapons as it cannot be suppressed. Avoid the Choco unless you want a real challenge or are a veteran wielder.
Utility choice is critical. Standard grenades are fine but risky, particularly in confined spaces. Sticky grenades can be dangerous as a simple miss throw could be costly. Molotov’s are a risk and smokes are of little help. Flash grenades reward quick escapes and maneuverability while proximity mines can protect you from unwanted surprises. Motion sensors can be used, but provide little strategical advantage.
Perks are critical here. Survival is key, putting Wolverine high on the list of preferences. Speed and silence, however, are you best choice so equip Ninja and Sprinter to garner an upper hand. Given how much you are likely to fire your weapon, Max Ammo may also prove quite handy.
