Description:  

  Software simulations are held in contempt by the veteran instructors who run these training facilities.

Layout: The Pit is a multilevel symmetrical map with a buildings spread all over the hanger. Outside the hanger are two warthogs and pelicans but there is a fence which acts as a level boundary preventing you from getting them. Each side of the map has a platform right up against the fence with a gravity lift and a ramp entrance from opposite sides. There is little cover up there except for a small wall. Down the ramp is another mid sized building with only one level but multiple ways through the building. On the very opposite side from the platform is a small side building which forms a L shape. In the middle of the map is the main structure with two platforms on either side. In the main structure there is a under area which is a three way entrance and a upper area which is a two way entrance leading into a single central room. Connecting the raised walkway between the L shaped buildings on opposite ends of the base is a small structure with a walkway through it to the other side.

FFA Strategies

Team  Strategies

      The Pit is notoriously known for changing choke points. In the pit, there are 4 different main choke points. If anyone doesnt know, choke points are places where the main battle takes place. The four choke points are: Rocket Launcher / Invisibility Area, Red Base, Blue Base, and Sword Overshield area. Each place requires a team to work together with progressive strategy. I will brake down each choke point in the writing that follows:

         -  Both teams spawn the same distance from the rocket launcher. You should, at the very least, send 2 people for the rockets, and one for the invisible power up.

         - Have one player grab the needler and fire at opponents coming down the hallway. Use your grenades! They are very effective in small hallways. If you can, go quickly grab the Rocket Launcher and get out of the hall way. If your shields are down, take cover, but continue to throw grenades.

         - The guy going for the active camo should grab it, and flank the opponents who are going after the rockets too.

         - Now, since a total of 3 went for the rockets / invisibility, the odd man out must go grab the sniper (Make sure they are atleast decent with it), the regenerator, the overshield, and the other sniper. If the choke point continues to hold at the rocket / invisibility spawns, then gain control of the power weapons, and keep the other team pushed back.

         - Use flanking and routing as an advantage, utilizing all access points at once. Grenades are extreamly effective in this area, and if grenades are thrown correctly, could tally up another victory. If the choke point is lost, then send people to multiple access points towards the choke point at once. If you can, use power weapons to aid your way through. Power drains and grenades are again useful. If you want to clear them out, however, get a juggernaunt (overshield with power weapon) to clear them out and regain the choke point.

         - Each base is symmetrically the same. So this choke point could be used at either base. First off, you need a sniper. The snipers are the most effective weapons at the bases to hold a choke point. Try and send someone to get another sniper too, so that your opponents cant pick you apart.

         - Utilize regenerators too there fullest. If a teammate is in trouble, a regenerator will help them out and turn situations around.

         - Make sure you have at least one teammate that has a close ranged power weapon. If someone sneaks up on you, then a close ranged power weapon could easily neutralize the target.

         - Get another teammate that dosent have a sniper or a close ranged power weapon to grab battle rifles to clean up stragglers.

         - The odd man out should man the turret and waste anyone who dares to come close. If the choke point is lost, again utilize many access points to regain it. Power weapons are always useful, but grenades are not. Grenades are not as effective for this specific choke point. If you can get a sniper, pick off the enemy team from a distance and then regain the choke point with ease.

         - This area is a very complex, yet easy choke point to understand. It is very effective with close ranged power weapons.

         - Snipers and Battle Rifles are very ineffective here. If you can control both shotguns, and the energy sword, then you will succeed without any other thought. Just watch for the grenades and the ripped off turrets, because they could deprive you of your juicy power weapon.

         - You should have 3 teammates with power weapons (both shottys and a sword) and the other one should go for the overshield and should have a mauler in his hip pocket. His primary weapon could be any weapon, but make sure you have a mauler in your possession for emergancys. This teammate is responsible for alerting incoming enemies and cleaning up stragglers.

         - This is the hardest choke point to get back, and requires flanking. Since their are only 2 entrances, you have to go in guns blazing. Try and grab some power weapons if you can, or at the very least a mauler. Your last resort would be to go and rip off a turret, which could actually do some damage. First of all, you must form a perimeter around the base, and then have 2 teams of 2 enter from each side. Throw all grenades throught the holes on the cealing into the room. Then go in guns blazing. You may all die, but you may be able to pick off atleast 2 of them. If you can make it to the choke point fast enough, you can establish a hold before your enemies do. Author: Quickstrike NC

A Different Set Up
    Instead of waiting in sword room, you should take the fight to your enemie's spawn. But it can only be done if you get the right weapons, powerups, and movement as a team.
  • Sniper is to move through overshield and get on top of their sniper. If there is no overshield, then he should turn around and go into sword room. He can pick up sword if he pleases. From there he can look down the small window having good sights over green box and long hall. If no one comes, check sniper tower and take control of it. He will be given assisstance by his teamate on training with a br.
  • This is the assisstant guy I was talking about earlier. His first priority is to get a BR. If he has one, he should move up to green box to help out camo. From there he moves back over to his training to catch any sneaky beavers and move into the enemie's training From here he can hit the sniper which is his main target. His angles are pretty broad, but he should not leave his place unless he has to evade or needs to help out sniper on tower.
  • His main job is camo. Do the jump as I described above and hit two grenades across to the enemies green box. Richochet one off the middle of the wall in green box and make the other just land in front of the corner to the left on the enemies side. This should either kill someone or two or prevent the enemy from moving in. Now lets say the his teamate get rockets, then the camo should move foward and start assassinating the spawns. If his teamare fails to get rockets, then he should follow his teamates callouts to where the rockets are. Most of the time, people with rockets instantly cross into their enemie's territory. His main job is to eliminate the biggest theats. When his camo dies, he should make way for green box and grab a BR. From there he can angle from long hall or training.
  • This is the rocket guy. He should be the one who is probably the best against multiple people and has great greande placement. There is a yellow line high up the wall in rocket hall. He should throw two grenades at that spot trying to hit the yellow line or slightly below it. What this does is, the enemy will not see or hear that grenade. They will approach the hall thinking no grenades were thrown and then from out of now where, BOOM!. He should throw the grenade after counting to 2 Mississippi. After grabing the rocks, he should just go crazy with them. Just make sure that he wastes the ammo if he is going to give it up to the enemy. After wasting the rocks, he should steal the shotgun and just camp. Also a BR would be nice for him since he could provide support from needler position or long hall.
Pit Stop
  • Pit Stop is a tweaked version of The Pit, released alongside the TU2 update. It has replaced The Pit in most playlists, although The Pit is still found in the Lone Wolves playlist. Changes include:
          - Hive spawns have been removed and are no longer accessable via grenade jump, team-aided jump, or other.

Locations