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@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!
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.
- RMEChief2 years agoLegend
As with pretty much every mode and map in this game. Zero thought was put into spawn and objective locations.
On Killswitch, most of the time one team caps 5 times while the rest of that team fights the other team over the forge. It feels like you should have to hold the objective before you can use the forge. The objectives need to have more value.Also, in every round, an entire squad is just sniping Geists from our spawn and doing nothing else. I know that this is in every mode, but with so few players on each team, that is a bigger percentage of players camping.
This in general makes for a very boring mode.
- foenfrisur2 years agoSeasoned Novice
@AdamonicYES!!
if one Team has the Ghosts, you will LOSE!!
unplayable!! please correct it, especially in the new Map.
no Chance to get in the near 😉5-0 or 0-5
GO, FIX IT!!!!!!!!!!!!!!!!!!!!!!!!!!!
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