Have you got to play in the 2v2 Crimson Days playlist yet?
If so, I want to know what you think?
Post your feedback below. Thanks!
English
#feedback
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2 RepliesActual feedback on Crimson 2v2 as requested. Very much enjoy the change of pace from 4v4 as well as the faster recharge rates. Feels good. Honestly the best part is getting to play clash as much as I want. I'm not a fan of the other game modes (in fact I prefer elimination above all, please bring that back) and being forced to play them in Quickplay has not been awesome. All that said, we do have an issue I believe this event is highlighting, and it's one that will only get worse with some of the upcoming sandbox changes being suggested, specifically relating to more power ammo. Instead of using the whole map and trying to outplay the other team with strategy and gun skill, it simply is a power ammo dance. Everyone immediately takes a position by power, throws grenades and jockeys for position to get it. The team that does, wipes the other team. If they have swords, it can last until the next power and the match is won. In and of itself, this can be a fun way to play, but it's more king of the hill than clash. My real concern is that with the suggested changes to power ammo (i.e. Faster spawn rates and drop on death) the game will feature these weapons too much of the time. Power weapons are truly powerful relative to primary and thus tip the scales way too far in firefight. I'd actually argue we need less frequent power ammo and stronger primaries to counter those who have it. If the concern that upping power ammo is attempting to address is that people want to be able to use more non-primary weapons, id think hard about moving fusions, shotguns, and snipers back to secondary (with appropriate balancing) or lowering the power ammo you get when you pick it up (e.g. 1 rocket, 2 shotgun, 2 fusion, 3 sword, 3 grenade) so as to prevent one team simply owning the other.