Forum Discussion
5 Replies
- Velswab8 hours agoNew Vanguard
Add on to that the nonsense assignments that force us to play Support for revives/resupplies at objectives, despite that class offering very little in the game mode, it's tedious and unfun. Bring back Obliteration next time instead of "Rush but you take turns and instead of fighting over a bomb you're shooting boxes"
- ghostflux5 hours agoSeasoned Ace
I don't think Sabotage is a great success, but I don't think it's a failure either. It's essentially just a variant of Rush on CQB maps. I don't particularly mind challenges that require me to play one or two games of Sabotage, but I'll skip any assignment that would require me to play 10 or more.
For me, TDM, KotH, SDM and Sabotage are fun game modes as a warm up before going into Conquest, Breakthrough or Escalation. Battlefield is fundamentally about a combined arms experience and I think the difficulty of challenges should reflect that.
- CajunWafflez4 hours agoSeasoned Novice
I agree.... I'd rather plant C4 charges on specific nodes. But I love how the devs provided new content. Always promote new content, but revise later :)
- OGkenzif4 hours agoSeasoned Novice
DICE/EA: “We hear your complaints” -> Then proceeds to waste time, effort, and money on crap nobody wants or asked for. Please rebalance the core game modes breakthrough, rush, and conquest!
- Routine_FGC4 hours agoRising Adventurer
I believe it has the potential to be an interesting change of pace from the tried and true capture point modes, but it needed a change up and more to it.
Just to name a few ideas I've had, Sabotage could have played out like Rush.
Once A and B are destroyed, move the map forward Breakthrough style, give the defenders time to set up, then repeat until the final stage. Currently having the "Do what they did but better" is not a fun experience to play through and isn't interesting on returning.
Another idea is having it be a variant of Escalation or Conquest.
Instead of capturing/holding an objective with bodies, instead you get to the point and interact with something to stock up the point full of caches. Atleast 1 cache considers the point taken, but you could keep adding more and more caches (to a limit, and cooldown on how many times you can crank out caches). The more caches there is the more **bleep** for those looking to recapture have to tear through. Once all caches are destroyed, the point goes back to neutral and those recapturing can then move in, clear the area, and restock the point with their own caches.
I really enjoy the shake up, but do find it's got the same staying power as Strikepoint, where it makes a for an average mode in a game full of way more fun options in Escalation, Conquest, Rush and Breakthrough.