It’s lacking a lot of features that made ET great;
- flag spawns
- forward spawns
- proper doc runs (steal from enemy base and secure mid map)
- touch steal/return/secure objectives (doc runs and spawn flags)
- select-able spawns
- meaningful side objectives (excludes MG builds)
- command posts
And the more simple things like;
- ability to pick up weapons
- uni steals
- team doors
- helmets
- player boosts
- sprint while reloading
The single biggest let down for me is the maps. They are mostly linear and bland that really restrict tactics which makes for boring gameplay.
There are no memorable fighting areas such as the war room on beach, radar cp, upper supply depot hold (last obj.), the goldrush courtyard/bank D, salvage or sewer interior D, etc… due to poor design and absence of some the features mentioned above. I doubt I will remember any parts of the tube on Underground, or the long street you are forced along on Whitechapel (the games best map).
The map design is so restrictive that we can’t even choose to fall back in certain instances because the map won’t let us - terminal wall, fall back to 2nd trainyard objective to properly set up, etc…
It is nice to see some choice being incorporated into maps like Dome, but even those objectives which are a result of months & months of feedback and revisions still need a lot of work. I don’t see that map or any other current map reaching it’s full potential. It’s too bad.
The game will be fun but I can’t see it coming close to many of the games I have really enjoyed over the past years.