BREAKTHROUGH FEEDBACK
• What did you think about this mode?
Originally though it was pretty fun and created some new combat experiences. Over time (a few matches) I noticed that It was a disadvantage to take the center point. You work hard and try to take two zones and then end up losing the round just because you couldn't take the second point. This punishes you for playing the objective.
• Was anything confusing?
Nope. Very straight forward. Easy to understand.
• Did anything seem missing?
Motivation to take the center point and become the attacking team. The advantage on the majority of maps is with the defending team.
• Was there a map it played better/worse on?
Convergence (AKA Pantheon) was a very poor experience with this gamemode. It is very difficult to defend the last point which is rare for most of the maps when playing this gamemode. As for the maps that were introduced with the gametype they are fun and generally I have good experiences, but they make taking the last point very too hard to do.
• Were there spawning issues?
When on the attack and pushing the opposing team's bank/vault/point it is very difficult to take the last point, so much so that this makes it so no one wants to take the center point. The defending team's spawns are so close to they're bank/vault/point and the spawn time is so short that you have to kill them endlessly off spawn to take the last point. If attacker spawns moved up to the center point when it was taken this might alleviate the issue.
• Were the rounds too short/too long?
Rounds could go way too long and good teams could continuously crush/kill a lesser team until they felt like capping the last point to end the match.
• Was there a weapon or other sandbox combination that affected the game in a negative way?
Nothing that I have found. I felt like there was an unusually good mix of long range and short range combat depending on the map or stage of the round.
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