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#feedback

Edited by Ethrad: 1/27/2016 10:10:24 AM
10

Iron Banner rotation

Combind Arms

33

Zone Control

69

Rift

16

[quote][i]This post establishes existing gamemodes and proposes new ones in the poll above. [/i][/quote] It's been well established by the community that there's a divide on which gamemode they'd prefer during this event. The granddaddy of all these gamemodes being Iron Banner Control, having been around since the inception of the event. Year Two presented us with an alternative mode in the form of Iron Banner Clash. Both of these gamemodes are fundamentally different, but can be tackled by either a team or solo players. Now we have Iron Banner Rift, a gamemode that isn't as well received as Clash was to the rotation. Control [quote][b]Control[/b] has three capture points, spread relatively even across each map, the goal of this mode is to attain kills while controlling zones, and the more zones you control the more points you obtain for your team. Holding all three capture zones will net the most amount of gain towards victory, though it causes the enemy's team to spawn at the least [i]defended[/i] point. First to cap wins, or the team who nets the most points before overtime/Mercy is reached.[/quote] Clash [quote][b]Clash[/b] is as simple as it gets, kill opposing players to net your team points, and attain victory. First to cap wins, or the team who nets the most points before overtime/Mercy is reached.[/quote] Rift [quote][b]Rift[/b] has one capture point, unlike Control. This promotes the opposing team of doing one of two things: collect the Spark, or protect the Rift. Points are primarily acquired by collecting the Spark and dunking it into the opposing team's Rift. The Spark's runner will attain points as they progress towards the enemy's Rift, passing checkpoints before they reach their spawn. Killing the Spark runner nets the opposing team more than a typical kill, but actually depositing the Spark is worth considerably more-so. First to cap wins, or the team who nets the most points before overtime/Mercy is reached.[/quote] So now that we know the gamemodes for the current Iron Banner rotation we can access why certain modes are more popular, and why. [b]Control[/b], being the granddaddy of the Iron Banner, is a familiar and easy objective-based mode. It's not entirely dependant upon queuing as a team, but it surely helps to coordinate strategy during the match. [b]Clash[/b], the second gamemode introduced to the Iron Banner: team deathmatch. It has little to no dependencies upon queuing as a team, having the objective being kill or be killed. A very friendly solution to a solo- player. [b]Rift[/b], the ugly duckling of Lord Saladin's attempt to spice up this event. This mode is heavily reliant on zone control in the sense that the Spark is the only zone on the map. Controlling this zone, either by scoring or denying capture, is the only means of attaining success. It is incredibly challenging for a solo-player to drop into a match of Rift and do well, as team coordination is more than necessary for a successful round. Of course, if you're the ball carrier, there's the risk of being flanked by an opposing enemy fireteam (true for both solo and team players). Which gamemode is your favourite; do you like RIft? If not, what other 6 v. 6 gamemode would you like to see in the Iron Banner? I personally think Combind Arms, a short lived mode, would be perfect for Iron Banner. It's a nice sweet spot between Clash and Control that I think everyone would enjoy.

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