It is indeed worse, the constant uptime of shards means that if you fall behind there's basically slim chance of catching up.
Then again I'm pretty sure SE doesn't internally test anything PVP related.
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It is indeed worse, the constant uptime of shards means that if you fall behind there's basically slim chance of catching up.
Then again I'm pretty sure SE doesn't internally test anything PVP related.
This was always the biggest problem with Shatter. And it was much worse about that before this change. (Mostly because of the Kill/Death point ratio being +10 / -5) It was much harder to 'shave' points from the lead team because of the map layout and this point distribution. You had to kill twice as many of the lead team as they end up killing on yours to even break even. With both teams funneling to the entrance of lead team's tunnel, very little actual progress would be made to close the gap.
Once a team was around 300-400 points ahead on the previous iteration of Shatter, that team would generally be that far ahead - if not more, by the end of the match.
Shatter feels like you either go pre-made and actually destroy groups of people or you go something like BRD that has absurd dmg vs Nodes and just plonk at them from max range the whole game.
map layout isn't all that great either imo
not a fan of the map design or the new gimmick, the map is way too similar to onsal , while i have nothing against onsal i prefer variety as for the mode itself i dont like that they removed bases and to me capturing a base to distract the enemy as well as get a kill or two was good tactic and now that its gone it feels a bit boring
The symmetry sucks, the node uptime being 100% sucks, it's just a downgrade from the original.