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  • "stellar" started this thread

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Wednesday, July 16th 2014, 7:57pm

Chainlink game mode Impressions/feedback

When I first heard about this mode I was excited, because I was thinking that it would create more linear battles with more of an established 'front line' of sorts. However, from what I've witnessed so far it's been the total opposite. A lot of back capping and scattered battles. What I don't like is how quickly flags cap, particularly flags that will not expand your chain and only break an enemy chain - if those capped slower it would force teams to focus more on expanding and protecting their chain.

Your thoughts?


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Wednesday, July 16th 2014, 8:01pm

The ticket bleed can't be contained.

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Wednesday, July 16th 2014, 8:50pm

It's pretty fun, but I feel like 32 players may be too much for it. On the linear maps like Garden and Propaganda, the flags are very linear. The linear ones are very easy to turn around. When you break a double link in their spawn, it will get a lot of players' attention. Pearl Market, on the other hand, is a mess. The links are all in a zig-zag pattern and half of them are on the roof. Turning around a bad game on that map isn't nearly as fluid as a game on Propaganda.
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Wednesday, July 16th 2014, 9:07pm

I suspect, like every other inf mode, it plays best with 32 players max. I've only played with 64 and it's quite chaotic. It's still fun but there's nothing tactical about it except the odd backrage beacon to break enemy links. Tickets should bleed at 1/3 the actual speed or so imo plus the default timeer should be increased from 10 to 30 mins.
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Wednesday, July 16th 2014, 9:10pm

I don't really get the point of it.

It's an infantry focused objective based game mode with capture points. If you just cranked up the ticket bleed on domination (or conquest) you'd have the same effect. The whole concept would of been at least something different if teams were unable to capture points farther down the chain and create a moving battle front ala Capture Point in TF2.

Granted, it would a nightmare of a clusterfuck with 64 player servers, but when has that stopped all the 64 player high ticket count metro and locker servers?

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Wednesday, July 16th 2014, 9:15pm

I suspect, like every other inf mode, it plays best with 32 players max. I've only played with 64 and it's quite chaotic. It's still fun but there's nothing tactical about it except the odd backrage beacon to break enemy links. Tickets should bleed at 1/3 the actual speed or so imo plus the default timeer should be increased from 10 to 30 mins.

trust me,even on 32p it's crazy caotic,or to better say,it isn't exactly caotic,as you can pretty mch understand who is going where and what is going on,but at least the times i played it,there was always a gigantic wall of nearly 10 people on the front line(spreaded out in no more than 10-15 meters depending on the map),and a fulll squad at my back the moment i would try to flank and break a link.
though i can see how on 64p would be utter chaos.
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Wednesday, July 16th 2014, 9:22pm

Spawn beacons are game breakers. When I played chain link it was normal for some sniper to plant a beacon by the enemy spawn and watch as his squad back-capped everything to victory. The fact that the spawn radius for each of the points is Conquest-sized doesn't help; if you get killed off a point, the attackers have more than enough time to cap the point and dig in even if you respawn before the point gets neutralized.
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Thursday, July 17th 2014, 1:03am

The Hud can be a mess tho where the chain blocks the killfeed

Other than that its fun




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Thursday, July 17th 2014, 1:41am

It's TDM With Flags 2: More Flags Edition
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Thursday, July 17th 2014, 1:45am

Bit too fast, not as complicated as I thought it would be. Oh well I can go through a full map rotation in like 40mins so I guess if Im ADDish its a win.