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I think this game mode is not bad as a way to represent the story of BF2042. However, compared to the other event game modes, this is very boring (I liked the shutdown the best). Is it because there are more new players? It seems like there are very few players involved in the objectives.
Here are some improvements I think could be made to this game mode
- Shorten the respawn timer.
- Make Geist kills not count
- Eliminate takedowns for Geist
- Eliminate Geist's M5 recoilless gun
As for the respawn timer, it is a small player game mode, but it seems too long. Because of Geist, the superior team has an even greater advantage, and the inferior team is decimated and loses the opportunity to turn things around. Since the kills in Geist are essentially unrelated to the game mode's objectives, it would have a good effect in eliminating players who only score high scores because of the number of kills they get. Geist takedowns are stressful because there are so many of them anyway, and it is stressful to be stopped dead in one action and killed instantly. They should just take advantage of their sturdiness (maybe buff their movement speed) and hit them head on with their fighting weapons. For the same reason, it is nonsense to give Geist the ability to attack vehicles. Why have recoilless when they don't have guns?
I don't think this game mode is viable unless there is some chance for the underdog to turn the tables in some way.
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- 2 years ago
I'm actually baffled as to how someone looked at the redacted layout for this gamemode and approved it..
From one side you can even shoot directly at the only pathway into the map (stairs on south side).
To actually be able to play this game I pop a spawn beacon at the opposite side of the map in case my team gets blocked.
there is the exact same issue as the rush mode for this map.
This does not bodes well for the future of battlefield games...
- RanzigeRidder22 years agoLegend
@ugdpyYes as stated in one of my earlier posts in this topic Redacted map layout for this mode is horrible!
But what about Hourglass where one team (the one starting North) has early access to the high ground, that is the bridge section? Equally stupid layout choice!- 2 years ago
I was really hoping for some kind of variant on Breakthrough, where the enemy are the Geists and there are limitless amounts of them trying to stop you reaching a control point in the game where you deactivate them for each sector, until you reach the end and have stopped them.
As it is, it's fun, but it feel like the team that gets the first couple of nodes always wins. I don't know why that is, but that's my experience. I like it on the whole, but it should (in my opinion) be Redacted only. The open maps are an invitation for snipers to constantly target the Geist device to stop their enemy activating it for their side.
Also, the way the Nodes appear, it's too easy for a team to stop the opposition from getting anywhere near the active one, if it's behind the one they just captured.
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