Here is one of my first impressions of the new game mode and new map.
The basic idea is that each team has a flag in their base that they must protect. They must also go into the other teams base and steal their flag, and bring it back to their base. Each team scores a point for bringing it back to their base. The winning team is the team with the most flag captures.
For those that have played capture the flag, you probably will own in this game mode. About who kills and who stuns, basically the map is divided into two parts. When you are in the half that has your flag, you are a hunter. You can kill only players on your half. You have a compass, but it gets jammed if you go right up to your flag like in capture the chest. Also you can only see the other team on the compass if they go into your half, you can not see their location when they are in their base.
Their are heaps of team formations and strategies, I would rather you just watch the video to hear a couple because in the future I will be dedicating videos to each strategy, I will go into more depth then.
Usually the defensive team spawns near a teammate ONLY if there aren't many pursuers nearby. If everyone is dead, there's always a section of the map that they all spawn at. This is a good excuse for getting a better feel for map barriers.
I was considering this on brotherhood, Manhunt. I noticed that team mates spawn near each other. So i thought, what if you just leave one guy alive? The rest of the team will just ignore him and wait for his team mates to spawn real close by. The will be a bit disoriented for a few seconds as they cant see nametags of teammates when they spawn, and they gotta figure out where they are. You could get more kills than normal if you pulled it off.
It would only work if all 4 team mates agreed not to kill one guy, and that one guy cant run off. You would have to vs noobs who arent aggressive, that is the guy you pick to stay alive shouldnt get scared and run off or try and stun you. Sounds too hard to pull off, but it could work in theory.
Oooohh...I did that to some users on here who "challenged" me to one-on-one matches. It's almost always the other side from where you are on the map.
If you know where a person spawns, you can just kill him, quickly get over to his spawn, kill him again, then he spawns on the same spot, so you can kill him again without him being able to defend himself.
What exactly is "spawn trapping"?
Yeah, the respawn system is toned WAY down from before. By the time your body hits the ground in slo-mo, you are pretty much back out there.
Anyways, it's not really something they need to work on, since the fact that it takes 5 seconds is by design, not accident. Spawn trapping is harder this way.
I like how while you're dying in ACR, you're able to choose your profile set. Unlike ACB, which had you watching your failure for 30 agonizing seconds before you tap the button repeatedly to select your already highlighted profile set in anger, THEN watch your character slowly wobble in the "bright teal room" before flashing back 5 feet from your pursuer. It's an improvement.
I think Ubisoft needs to work on their respawn system. When I die, I don't want to stare at my dead body for 5 seconds, I want to jump right back in and get more kills.