The Amp Mechanic Feels Unwieldy
Yet, this concept leaks into the “Amp” mechanic surrounding control points which feels like an afterthought to how the game mode should play. In theory, the idea of defending a control point and rewarding your team for it sounds fantastic as it helps add focus to what players should be doing. However, the problem is as soon as you leave an objective the percentage you have “amped” will deplete fast, forcing you to always hang out around the control point if you want your team to succeed. This becomes problematic because if an objective is in a sealed off room, you may not see another enemy the entire game.
In order for the amp percentage to charge, you’ll need to sit around the objective during the entire match, which can be dreadfully boring if there is no action near your location. What’s worse is that you as a player are not rewarded for hanging about this area, meaning your Titan meter will not change at all. Given that you basically need control points to be amped if you want to win matches, this will force some players to literally sit out of the action so they can charge these points.