If a mode doesn’t appear here, it’s because I didn’t get an opportunity to participate in it.
Impulsiveness: Like PvP, but with respawn and more chaos. Biased toward high-impulse weapons, which makes it seem beginner-unfriendly because:
- low rarity weapons are less likely to have impulse as a featured mechanic, and
- small vehicles on wheels are more vulnerable to impulse than legs, tracked health-bricks, and most hovers.
Despite this, it’s still fine because low-rarity cannons can still disrupt enemies and alpha-strike pressure is more effective than tanking.
Wheels of Fortune: A fun and balanced game mode. Much like other brawls. Because of how Fortunes work, an immobilized player can still participate, which is good.
Sudden Death: Very fast paced and fun. With triple Parser and cloak, I could sneak up on an enemy and maim them in one strike. Durability bricks are not a good idea because Machine Guns are very popular and can very quickly disarm their target. Strike first is the tactic of choice.
Double Shot: Because the second shot seems linked to the impact of the first shot, Scorpion can fire very quickly. Duck out from cover, fire 4 shots in total, duck back behind cover in a couple seconds. Cannons must wait much longer, leaving themselves more exposed and allowing the target to react. I used a fast Avalanche with Omni vehicle, and played very aggressively to ensure I got value from the second shot. Also, doubling Yaoguai drones leads to some severe area-denial tactics. It was an okay game mode.
Deadly Soccer: A twist on a well-known gamemode. I tried triple Toadfish, but the low durability (due to the 7000 PS limit) meant opponents could destroy my vehicle easily for a temporary 3-2 player advantage, which is devastating. Also, Toadfish is dependent on landing the second shot for impulse, which is difficult. I had more success with a double-Miller brick (with one radiator) to maintain pressure on the ball. Autocannons are a cheap and effective way for newer players to participate in this mode, which is good.
Pursuit: I like the dynamic nature of this mode. It requires movement, and encourages constant action with both the incentive (stay near the hover thing) and the mechanics (quick respawn, PowerScore limit, and combat boosters). I haven’t done particularly well in this mode, but I can say from observation that King landmines are very effective for maintaining a lead. However, the humble Sledgehammer can be brutal when combined with a combat booster, which allows new players to participate effectively.
Anomalous Zone: A nice way to end the festival. Free for all, with extra effects to add an element of unpredictability. No Power Score limit, so you can bring all your cool stuff to the mode. However, reducing movement grip is just frustrating to work with.
Overall, I think Impulsiveness was the best mode. What do you think?