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9 times out of 10, players do not run away to purposefully deny someone of a kill. They do it because they need health to make or defend a push on the point. A better strategy than being finished off & respawning too far away to assist their team.
The ones that run away to protect their streaks ARE annoying, but they'll just find another way of doing it. Teleporters were a nightmare most of the time & on these large maps, with respawns far away from the action . . . Just my personal opinion, but I think we need sprint 🙊
People running from foghts in GW2 was different. You can't shoot while sprinting, which is fair, but which also means that by spri ting away from your opponent, if you can take a corner so they can't maintain line of sight, you pause the fight. All your opponent can do is either let you go or chase you down. They have to wait and hope that you get into a spot that's open enough for them to shoot you, or you WILL either get your health back or regroup with your team, who will kill your pursuer. In GW2, you pretty much only lost an opponent if they were a citron or pogo pea, if you were engaging them at too long a range, or if they had an actual terrain advantage. In BFN, I lose opponents who were 5 feet in front of me because they take a corner at half health and just keep running, and the lower damage output in this game means I just cannot kill them before they flea. I MUST chase them around the map for 45 seconds until one of the two of us find backup or the person running from me makes a mistake and I can stop to shoot them again. On maps with more obstructions, like Old Town, it's pointless to even try pursuing if I can't chase them into an ally. It's frustrating. I'm not having fun with it.
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