It is possible to reach the top of every crane in Port, although it requires some parachuting. If you do, you’ll be rewarded with one incredible 360-degree sightline that goes from across the Karst River all the way to the Gulag.
The two Comms Towers are the highest points within the Military Base area. Although they come with a bit of risk, snipers who want to scout ahead for their squad should definitely put both of these points of interest on their radar.
There is another empty office just outside of what we all know as Vacant. This building provides excellent sightlines and could be a great counter-sniping position against a team that has taken control of the Vacant building area.
Unsure of where to start looting within the Verdansk Graveyard area? The nearby Pharmacy, Bank, and Police Station be a reliable stop during your campaign for an end game loadout. It’s not a bad idea to land here first, then spread out to the rest of the area.
The various structures in the Junkyard don’t have verticality, save for the Comms Tower. It can give you incredible sights over most of Verdank’s West side but will leave you with little cover... Be sure to coordinate with your teammates if you decide to take the climb up here.
Anticipating trouble at the Dam? Head to the hills or even the Comms Tower near Bloc 23, which will not only give you a great sightline over to the Dam, but also nearly all of Verdansk.
The front of the Hospital faces Downtown, where multiple building roofs look directly over to it. When travelling to and from this area, be mindful of potential snipers from the East.
Although the guide sections out Verdansk into five sectors and over 330 points of interest, combat doesn't just take place within those areas. Be mindful of how battles can spill over from sector to sector, especially when it comes to long-range engagements.
The Cliff Roads of Quarry may leave you completely exposed, but still has incredible views over the potential action down below. Just watch your six when you’re up here: you’ll have to set up some protection or a buddy behind you, as there isn’t a border to save you from a flank from the north.
Although the Ticket Hall has a beautiful ceiling, it’s also a potential hot spot, as action can spill in from the West and Main Platforms. If an engagement happens, use the information booth and the stairwell for cover.