It has potential to be as stally as Tower Control, due to players having to focus fire on a bubble for a few seconds and just having to push into the enemy base. But it also has potential to not be so bad because you aren't on a rail like with TC.So basically the opposite of capture the flag where you have to take it to the opponents base instead of your own. Looks exciting but I'll save my judgments till I get to play it. Looks like most games won't go to stalemate because of how quickly you are able to advance with it.
I'm guessing they'll go something like TC -> SZ -> RM -> TC -> etcSince there's now three ranked modes, I hope they start doing something where the mode is random/one of two like the maps are. That way we don't have to wait forever if you don't like the one particular mode that's on.
That'd be okay, but right now it seems like TC is on twice as much as SZ is.I'm guessing they'll go something like TC -> SZ -> RM -> TC -> etc
I hope they fix the map rotations when RM gets added. I'm so done with Towers, Triggerfish, and Mall.I'm guessing they'll go something like TC -> SZ -> RM -> TC -> etc
I now have the mental image of a Kraken spewing ink tornadoes everywhere when it spins instead of what usually happens. And I have this post to thank for it.Awesome, a reverse Capture the Flag mode. This time, you're not slowed down by the item you're trying to get in the enemy's base.
From what I've read, you cannot super jump at all when bringing the Rainmaker. I wonder if there is a way to drop it yourself to give it to a teammate.
Unreal Tournament had a translocator weapon to move around the map super quickly (related to super jump in this context). You can't use that weapon to score the flag in your base, but if you used it, the flag would automatically drop.
It looks like you can use your special weapon when bringing the Rainmaker.
I wonder what happens if you start using Kraken :|
So the surrounding area is covered in the ink of the team that pops the rainmaker's barrier which is nice for
clearing out the enemy team briefly. I honestly don't think run speed of swim speed is going to make much of a difference when carrying the rainmaker.
Well obviously this needs reconnaissance testing. And as for killer wails, think of it: How many people are going to keep a cool head and shoot through the tunnel? (they'd be too concerned by getting near the special) And even then, the wail's reach is long enough to cover while stages in one stretch, not to mention it cancels all subs.I hadn't considered that. The Rainmaker probably negates Ninja Squid in some way, but Swim Speed Up should be fairly useful.
And yeah, I can see Rollers being useful here. Not so much Killer Wails, but that's just personal opinion.
Yeah I had thought of the kill wail as one of the better specials for this mode given that it takes less to fill up and the fact that several courses are in a straight line like Walleye Warehouse. I am really curious as to how this would play out in courses like Bluefin Depot or Moray Towers.Well obviously this needs reconnaissance testing. And as for killer wails, think of it: How many people are going to keep a cool head and shoot through the tunnel? (they'd be too concerned by getting near the special) And even then, the wail's reach is long enough to cover while stages in one stretch, not to mention it cancels all subs.
Plus, you can even lock some foes in their base for extra time. I know this is going to be one of the more effective specials, people won't realize how impeding it will be for them.Yeah I had thought of the kill wail as one of the better specials for this mode given that it takes less to fill up and the fact that several courses are in a straight line like Walleye Warehouse. I am really curious as to how this would play out in courses like Bluefin Depot or Moray Towers.
Ah, I just realized aiming the Wail at the Rainmaker before it's picked up is probably gonna be a decent way to ensure your teammate grabs it (since the other team gets wrecked if they enter the dubstep tunnel).Well obviously this needs reconnaissance testing. And as for killer wails, think of it: How many people are going to keep a cool head and shoot through the tunnel? (they'd be too concerned by getting near the special) And even then, the wail's reach is long enough to cover while stages in one stretch, not to mention it cancels all subs.
Yeah, I've had that happen to me in Tower Control once. We wouldn't have won anyway, but damn, getting splatted right outside my spawn point sucked.Plus, you can even lock some foes in their base for extra time. I know this is going to be one of the more effective specials, people won't realize how impeding it will be for them.
I remember S4 League. Used to play it a lot a long time ago.Rainmaker Mode reminds me of the Touchdown Mode in the game "S4 League".....anyonr remembers that?...no?...ok its bad anyway