von Haudegen, on 20 December 2016 - 03:01 AM, said:
I do not want to explain this too deep, but the general idea:
Skirmish:
Can work with redrops, sure. But the Problem is that most maps are not designed to have a redrop. The fighting ground is too close to the spawn or the spawn is exposed. Good example is Caustic. On HPG you can even get on the walls next to the spawn with some Assaults and punish the redropping players. On Tourmaline is one spawn in e4 so exposed that you can get farmed no matter what direction you leave it. All this might work as long as the gamemode is new and no one exploits it, but there is no doubt this is not going to work in the future.
Domination:
After one team won the 1st wave, there is just no comeback. You can not get back to the circle in time. We need a longer timer, or multiple smaller circles. Or better: Leave it in quickplay as this does not work for CW.
Conquest:
I do not enjoy this mode in Quickplay, but in CW it is a lot more fun. Slight adjustments with spawns, cap points, cap limit,... and we have a really good CW mode in my opinion.
Assault:
With the complete redesign upcoming we should not care too much about it right now.