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MasterCheeks5555's avatar
6 hours ago

Containment: A Player Perspective on Systems, Balance, and Adaptation

When I first loaded into Containment, I was hyped almost immediately. The Bavarian mountain base storing hallucination gas just works. It looks like Battlefield should look — grounded, chaotic, believable — without feeling overdesigned. What surprised me was how quickly the bioweapon mechanic stopped feeling like a gimmick and started affecting real decisions. When people say “this feels like old Battlefield,” I don’t think that’s nostalgia. It feels that way because the map rewards adaptation and coordination instead of just kill-chasing.

The hallucination system is the most innovative part of the map, and it works because it has real mechanical consequences. My interpretation — as someone trying to reverse-engineer it mid-match — is that there are essentially “ghost bots” tied to certain command posts that appear after you’ve been in the gas long enough. They move convincingly. They look real enough that you don’t have time to confirm what you’re seeing. I don’t even know if they technically shoot you — I’ve never stayed long enough to calmly test it. The moment I see one, I want to get out, because I know it’s going to make me act like someone actually hallucinating.

That’s what makes it effective. You either shoot and reveal your position, or hesitate and risk dying. It’s engineered uncertainty under time pressure. It doesn’t feel cheap — it feels deliberate.

The terrain is what makes all of this sustainable. The mountain layout isn’t a flat arena with props; it’s uneven, full of natural micro-cover, and rich with flanking routes. You navigate terrain instead of sprinting through corridors. Because of that, tactics can’t stay static if a team wants to win. A strong position can be compromised quickly if the other team adapts. The map feels elastic — it bends, but it rarely locks in permanently.

In Conquest, the fight naturally gravitates toward C, but the real leverage often comes from the warehouse and hill bunker areas. When those footholds are secured, you can feel the shift in pressure. I’ve repeatedly used armor on the left hill not to farm kills, but to slow rotations and create disruption so infantry can secure objectives. It’s a recurring pattern that genuinely changes how the match plays.

What’s important is that this kind of pressure is counterable. The terrain allows squads to flank and respond. Often, that response just doesn’t come. The ecosystem requires adaptation, and public matches don’t always provide it. That doesn’t make the map unfair — it means the ceiling is high.

The one area that feels less integrated is the air layer. Four helicopters aren’t inherently a problem — the chaos is part of Battlefield’s identity. The issue is early and mid-game counterplay. While a mobile AA does appear later, the early window allows coordinated pilots to establish air superiority with minimal resistance. When a strong ground team also controls the air, it becomes a double whammy. You’re fighting pressure from above and in front of you at the same time.

There is a stationary AA tied to a command post, which is good in theory. But one static counter, combined with delayed mobile AA, can leave that early phase skewed. Bringing mobile AA online earlier would likely integrate air more tightly into the main ecosystem.

There’s also some confusion in the infantry counter tools. The Stinger is clear and reliable. The newer lock-and-hold launcher feels less defined, especially when flares break the lock anyway. When tool identities aren’t clear, players default to the simplest option, and adaptation slows down.

Containment highlights something bigger: the map rewards flexible roles and coordination, but the game doesn’t strongly incentivize those habits. Teams oversaturate classes instead of filling gaps. A system that offers bonus XP for underutilized roles — whether based on team composition or individual play patterns — could encourage healthier match dynamics without restricting freedom.

Overall, Containment feels like a strong step forward. The bioweapon mechanic isn’t just spectacle — it meaningfully reshapes perception and positioning. The terrain supports adaptation. Objectives feel elastic. Combined arms matters. Most of my critiques are about refinement, not fundamentals. I’ve consistently heard players in voice chat say, “This feels like old Battlefield,” and I don’t think that’s nostalgia talking. It feels that way because the map rewards engaging with the battlefield as an ecosystem instead of just chasing kills. If this is the direction the studio is going, it’s a good one.

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