BattleCry1791
70
|
Posted - 2013.01.05 02:24:00 -
[1] - Quote
Allow me to expand on what BAM's trying to say (full disclosure: I'm a former MAG player and a former member of BAM's clan/corp).
MAG created a real sense of urgency in every match. Two reason for this: 1) It had a clock. The most common game mode was 20 mins long. 2) Every game mode had clear cut objectives. Not saying that DUST doesn't. One of the first maps of the closed BETA, a Skirmish map, had kind of a MAG feel to it. You had to blow two towers in order open up the base and THEN you could win the game. (A lot of players don't like these kinds of scenarios because it creates meat grinders...they'd prefer to walk around and get into one on ones...I refer to these folks as p*ssies).
To go a bit farther with the second point of my post:
To win MAG you had to "hold circle". In other words, you had to walk up to an objective, much like here, and hold circle. Allow me to try to explain the urgency in Sabatoge mode without getting all MAG crazy:
As the attacking squad, you had 20 mins to take two objectives at the same time, and then a third objective which only opened up after taking the first two. In other words, your squad took one objective and someone else took the other, you held them for 20 seconds and BOOM, the third and final objective is opened up and now it's a 32 on 32 meatgrinder over one objective. Again the numbers do come into play a bit, but those are coming SOON correct?
The clock kept you honest, you couldn't just mess around and expect to win. You had to go hard most of the time. And here was the best part of it.
Once the final objective was opened...if you planted on it...it stopped the clock. So as the defending team you could lose with 1 second left. I've been the cause and victim of this and I have to tell you, it makes you strike a pose and shout victorious obscenities at the screen.
It's not uncommon for the last 2 to three mins of a Sabotage match to be be an intense drama filled time if the Final Objective has been opened by the attacking team.
Now in DUST we have more of a Battlefield feel to it. There's not much sense of urgency other than dwindling tickets and failing MCC shields and armor. Which is fine, but it could be better. |