To be honest, I couldn't figure out why there was no middle ground in the balance of power. While Breakaway may be ultimately redeemed with rebalancing, every time I tried a round, the other team (often the attacking side) landed in one of two extremes-hopelessly overpowered or hardly worth the fight. In other words, it's a focused, team-based assault. Here, an attacking team with a limited reserve of respawns must take an entire map, sector by sector, point by point, pushing the defenders back until there's nowhere left to go. You'd think some of the worst aspects of 2042-whether they stem from characters or development choices-would be mitigated in All-Out Warfare's secondary option, Breakaway.
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