Loved by some, despised by others, Asylum is mostly about close to mid-range combat, with reduced sightlines and multiple routes to get around. About as close to symmetrical as most Destiny maps get, you’ll find Asylum’s combat to be pretty well-balanced. Expect grenades, Shotguns, Hand Cannons, and mid-range snipers to excel on this map. However, before we get to the weapons, let’s have a look at the map itself.
As we said, the Trials of Osiris Asylum map is pretty symmetrical, doing the standard Destiny thing of dividing into three solid, distinct zones for combat. Borrowing handily from Reddit user OrionTheTitan’s overhead callout map, take a quick look at Asylums locations including B Stairs in the upper area, Jungle down in the map’s center, and Atrium occupying the lower ground. Each of these locations
The upper Balcony areas are traditionally a common combat area where Snipers fire from the two balconies and their accompanying hallways.
Moving down into the more dense Jungle area, complemented by Café and Parking at opposite ends, the first thing to note is that there is much more of an abundance of cover here. This means that sightlines are further reduced, but flanking becomes much easier – however, do not underestimate a good Sniper’s ability to dome you as you zip through. Expect a lot of combat here to be dominated by grenades and pushes. Despite this, it’s not often a high-traffic area as it often leaves you exposed on the flanks able to be shot from Balcony above, Atrium below, and flanked heavily through the A and C Control point locations.
Honestly, unless you’re just passing through, this isn’t a great area in general, and if you really want to flank, pass through Jungle to either Basement or Atrium rather than using Jungle itself. Finally, we get to Atrium, the low side of the Asylum.
Asylum Weapons Breakdown
These days, Primary weapons aren’t what they used to be in Destiny’s Crucible, so if you’re the type of person who loves to get up close, we advise having a Shotgun with a decent roll instead. Be especially mindful of the Universal Remote, which has had a new super-powered lease on life. If you’re really determined to round out your close-range arsenal, The Last Word is still solid, but any high-impact Hand Cannon should do the trick.
While they’re not the best, keep an eye out for Auto Rifles. While they may lack in power these days, they can still chew you up in a big way if you’re caught unaware. If you want to run a close quarters setup, then early flanks and rushes are your
Not quite the dominant territory it once was, mid-range is instead dominated mostly by twitch-reflex Snipers more than anything, yet mid-range in 90% of what Asylum is. Scout Rifles and high-impact Pulse Rifles can easily remain competitive here, so keep them in mind. Most mid-range combat will likely take place in and around B Stairs, with players peeking from the entranceways at the sides. If this is the case, be especially vigilant of Snipers, as the one-shot kill is king here. Keep in mind that
Keep in mind that
Virtually nonexistent on Asylum, the Long Range is nonetheless occupied by Snipers and Scout Rifles. The best way to play Sniper when it comes to Asylum if you want some range would be to rush to Café/Parking to try to snipe any opponent rushers through cover. Other than this, most sightlines remain particularly broken, and both Sniper and Scout Rifles stay at mid-range. However, if your team successfully holds B Stairs and Balcony (such as in a Heavy Ammo round, or pre-Overtime), positioning a Sniper around the Ticket Booth can nail opponents down in Atrium and really provide a boost to the team. Good luck out there, Guardians!
Asylum map courtesy of /u/OrionTheTitan on Reddit.
Wondering what else is going on this weekend? Check out the Exotics Xur has to offer this week, and where you can find him! Need to read up on the Bones of