So I'm totally loving that you don't spawn in with ammo, I'm having incredibly fun gun fights now & while I'm far from the best & do get killed more than others it's such an excitement to jump, sliding & moving around trying to out maneuver your opponent. Had a match we're it was clear that both of our teams totally forgot about grabbing the special each time it spawned. How are you guys liking this update?
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I don't. I don't abuse special as much as I use to, but it presents to much of a focus on getting the ammo rather than playing the game.
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It improved, but there are still many flaws. It just delayed the overuse of special for 30 seconds. I think it would be better just to lower the pick up and spawn rate. Like you spawn with 2 bullets and for each ammo perk+1. For crates you pick up one bullet and for each ammo perk+1. It would make the perks very usefull and lower the special use alot and keep it "special" in my opinion.
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I'm loving it! It lets the match progress in a more organic way instead of someone camping in the back and sniping you a couple seconds into the match. It comes down to how to maneuver yourself into an advantageous gunfight and thinking more about grenade placement. I am far from being an awesome PvP gamer and after the headache that was Iron Banner Rift, Crimson Doubles has been a delight, to put it plainly, with the perfect balance between fun and challenging.
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Been liking it for the most part, however it does create new issues. For modes like elim/trials, the team that wins the first round can have a significant advantage over the other team for every subsequent round. I think they ultimately (at least for these modes) need to remove special ammo reserves after every round. This would also reduce the impact of invective/ice breaker's ability to generate ammo as waiting for ammo gen would be minimally different than sitting on a special crate spawn. (Plus patching sidearms such that ammo doesnt transfer when you switch weapons)