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11/2/2018 11:09:52 PM
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So, I had a breakthrough game that went to round 5 on The Citadel. There was no joy in playing 5 rounds of breakthrough Problems: 1. The Citadel has 4 main ways of getting into the first control point. the walls are thin, allowing the enemy/your team to get a read on where you'll be pushing in from, making it easy to focus fire, and hold the point. 2. There's only 1 power ammo spawn point (being the outside area) if the enemy team is coordinated enough, they are able to control the ONE SINGULAR Heavy spawn point. 3. once you cap the middle point, power does not change spawns. It's still in the "middle" where the enemy is now spawning. There's no defense against someone with heavy except luck of the draw, and a bit of outmaneuvering 4. Once you've been pushed back into your spawn control point, you're only option is to keep them out of the control point room, as if you let enough of them in, they are able to spawn camp you to no end. So how do you fix this? As we have secondary weapons to fight with, and power weapons becoming more like their heavy weapons in D1, there's no longer a need for heavy, or power ammo, to spawn at its stupidly fast spawn rate. Despite not wanting to look back, and always wanting to see new and creative additions, I can't say that I don't miss when Heavy ammo was a gathering of people with their rocket launchers, heavy machine guns, and swords, all gathering at the heavy ammo spawn, to get a bit of heavy for themselves, instead banking everything on one person, every 30(?) seconds or so. Having power ammo be something that comes either once per round, or even having a "power ammo round", would be (at least I think) preferable to most. I do not know what should be done about the spawn camping besides: reducing spawn timers longer spawn shields but as you're the game designers, and I am not, I trust whatever you can figure out, will be better than what I can come up with. Thank you for reading my feedback, and have a wonderful day.
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