Welcome to Part II of the Frequency map guide! In this piece we will walk through the three game types that you will come across on Frequency and some strategies and setups you can use to your advantage for each one. If you haven’t checked out Part I yet you should go do that first and come back to this piece one you’re finished!
We’ll begin with one of the most classic Call of Duty game types, Search & Destroy. This can be a mode you can play more slowly than most of the others allowing for the Sniper Rifle to be a viable weapon of choice. It can be put to good use on either the A or B site as well as in the middle area of the map.
Both sites are equally viable targets so your team will have to rely on strong communication to emerge victorious. As a result, control of the middle of the map is imperative to knowing what your opponent is doing and in being able to respond effectively. Offense spawns on the east or red side while defenders are given the west or blue side.
The A site is located on the south side of the map, just past that central hot spot and directly underneath the defender’s balcony. Defenders can post up at the back of their catwalk or directly on the balcony for multiple strong defensive positions. Furthermore defenders can flank through middle of the map via the door connecting it to the south corridor or alternatively, take a long flank through the attackers window.
Because defenders can reach these positions well before the offensive team can this is a difficult site to push without a man advantage.The offensive team has to push down that South corridor or flank through the middle much like the defenders can as described above. This can make it a risky decision to push this way however doing so can pay off in a big way. If attackers do effectively take control of the area and plant the bomb defenders are forced to rush through the middle or their own hallways to get the defuse. This makes it possible for two attackers to take and maintain control of the entire area if played correctly.
The B site is located on the north side of the map, just west of the middle point. This area has more angles that both teams need to be aware of with players being able to enter from top or bottom middle as well as from their respective spawns.
Defenders can post up at the very back of open corridor making it easy for them to spot incoming attackers along the north side. Furthermore a player will often be watching the middle of the map, from either the main door of the base or their window, so as to alert teammates to any attackers coming through the middle. Attackers have plenty of cover to duck behind as they push but an effective sniper can really open this portion of the map up or alternatively, completely lock it down.
Many professional teams are electing to use a Saug, Maddox and Sniper on this map with another two assault rifles to round out the composition. We also are seeing quite a bit of Seraph usage here as her Annihilator being able to take down enemies in only one shot is too powerful to pass up in a game type with players only having a single life per round. The amount of corners and cover players can use also makes a concussion grenade extremely viable for the Seraph player to run.
Now onto control. Both points are placed directly in the middle of the south and north lanes respectively, giving little inherent advantage to the defending team. This makes this one of the easier control games for the offensive team to win. This also means that neither point is highly preferred to the other, making flexibility and adaptivity critical qualities to continual success in this game type.
Just like with S&D, attackers will be coming from the east while defenders will be spawning to the west. However unlike S&D this gametype is significantly faster paced making an additional SMG in place of the sniper rifle a wise decision in order to come out on top in all of the close quarter battles you are likely to enter.
Point A is located in the circular area directly in the middle of the south most lane. There are only three entrance points, one from each respective spawn and from the middle of map through the doorway that connects top middle to the South lane. As a result the team that wins the first fight on this point will have a far easier time controlling it.
If defenders win the first fight here attackers should strongly consider laying siege to Point B instead to start the game. When attackers win this fight he defensive team may want to relinquish control entirely so as to not spend too many lives on a lost cause and instead ensure they are properly setup to prevent the next assault on Point B. If this is the second point of contention consider sending one or two players to flank through top middle and into the enemy window to come behind your opponents and take them by surprise as a way to break their setup. Just beware of the additional time this might take you.
Point B is located directly parallel to Point A but in the north lane. This point offers an additional layer of complexity with entrance points from top and bottom middle, as well as a square shaped hallway that creates multiple places where teams can emerge from their spawn. As a result this point is a little more difficult to fully secure, especially if your team doesn’t have all 5 players alive and in the proper positions.
SMG’s can be especially strong with so many close quarter battles but putting an AR player at the back of your hallway and in the middle of the map can help cover the longer lines of sight and let your team know where the next attack will come from. The player in the middle is especially crucial for letting their team know when an assault will be coming through top and bottom middle and can sometimes even pick these players off en route.
The third and final gametype played on this map is hardpoint. Unlike Arsenal which had 5 unique hardpoints that were cycled through over the course of the game Frequency only has 4. Here we will go over the order and some general strategies for each of the four points.
The first hardpoint is actually the exact same position on the map as Zone A in the control variant. Located in the middle of the south lane this point is highly chaotic but a clean victory in a fight can help your team rack up some serious time here. Make sure to have at least one SMG, if not two, at your disposal to win some of the close fights against people running in through the doorway connecting to top middle.
It is also crucial to have multiple ARs here, one in the point watching down the enemy’s south corridor and another sitting in your own window to watch the middle of the map. This way you can stop players short of even contesting the hardpoint ensuring your team gets as much time as possible. When time is running low and the hardpoint is set to move you want to ensure your team has control of the east side of the map as that is where we will be heading to next.
The second hardpoint is located in the east most room of red base. The room is small so again SMGs can prove to be incredibly useful, but attackers can come from multiple areas. The door from the middle of the map is most obvious but players can also come through the hallway connecting to that room by jumping into the red window or flanking down the south lane and hopping up onto the red balcony. Furthermore, players can flank all the way around and come in through the door connecting red base to the east spawns.
To defend the room you want at least two people inside the room itself, one watching the front door and hallway while the other watches the spawn door for any potential flankers. These should be your SMG players. The AR players on your squad can place themselves in the red window to prevent people from running down the middle and on the balcony to catch attackers and flankers in the south lane. The final player can keep an eye on the north corridor to prevent flankers or rotate between the hardpoint and the position of his two assault rifles to provide assistance where it is required.
This is one of, if not the, easiest hardpoint to rack up a ton of time on so make sure to put this to good use if you want to come out on top! As the hardpoint nears time to move it is important to begin to rotate over towards blue base so that your team can be in position to dominate the next hardpoint as well.
The third hardpoint is on the west side of the map and envelops the blue balcony as well as the hallway connecting blue base to the blue’s window room. This point is again very close quarters but only requires one person in the point itself while everyone else should be ensuring nobody can get close enough to contest.
Place an AR in the window room to prevent people from pushing down the middle and another in the south lane that connects to the balcony so your teammate in the hardpoint need not be concerned with that angle and can stay safely hidden inside. A third player should be in and behind blue base to make sure nobody can push the hardpoint from behind without your team knowing, while simultaneously ensuring you can continue to spawn in that favorable area.
The final player needs to be listening for information and responding where needed, but can be very useful by sitting in the first hardpoint and catching players off guard who push through either the middle or south lane. This setup does allow for a push through the north lane however, so your team needs to be aware of when its been too long without seeing an opponent and rotate accordingly to prevent the back of blue base from being over run.
The fourth and final hardpoint before it resets and goes back to the first one is in the same place as Zone B in control. Right in the middle of the northern part of the map this is the one time in this game type that the north lane becomes a major hotbed of activity.
Just as with control, your team will want to have two people in the point in order to watch both the middle lane as well as their spawn. Placing an AR in your window can help ensure players can’t easily flood the point from the middle while an additional AR on your side of the north lane can help weaken players before they get to the hard point making them easy clean up kills for your SMG players. The fifth and final player can either push up slightly towards their side of the north lane to catch individuals off guard, or sit bottom middle to put damage down against anybody who does make it all the way to the point. Alternatively they can take one of the ladders up to top middle if the player in your window is being over run for a flank on the players sprinting towards the hill or window.
That covers everything you need to know about Frequency! Hopefully you now have more information at your disposal to help you secure wins on one of the most common maps in the competitive rotation. We’d love to hear your setups and strategies for the map so share them in the comments below!