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Deloitte Interest Group

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Hardpoint Map Control in Black Ops 6 – How to Lock Down the Zone

Map control is more crucial than ever in Black Ops 6’s version of Hardpoint. Unlike past entries, where you could hold down a point with one or two players and rely on killstreaks, the dynamic spawn system and increased mobility perks in this game force teams to rebo6 bot lobbiesally think about their positioning.


I’ve noticed that locking down a hardpoint isn’t just about holding the room—it’s about controlling the routes leading to it. Every map has at least three main entries to each hardpoint, and with the new movement systems in BO6, players can slide-cancel and wall-mantle much quicker than before. If your team isn’t watching the flanks or high ground, expect to get broken easily.


What’s been working for us is establishing a “perimeter defense” instead of stacking bodies inside the hill. Two players cover the entrances from mid-map, one anchors spawn behind the hill, and the fourth floats between flank routes and the hill. You don’t always need everyone in the point—control the access and the kills will come naturally.


For example, on the map Sundown, we’ve found that setting up early is crucial. The second hardpoint is elevated, so we use trophy systems and claymores to slow down pushes. We place a marksman with an AR on the balcony and a submachine gunner on the staircase. When enemies push, the AR chips them, and the SMG cleans up.


Bottom line: In Black Ops 6, it’s not just about brute force. It’s about angles, rotations, and timing. Don’t play reactive—set up early and force the enemy to play on your terms.

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