Maybe they don't, but it is one of the least played gametypes. Why? Is it the spawn delay?
I have my own criticisms, mostly stemming from comparing it to sabotage on PC COD4 (which was awesome) to the console version, which inexplicably added (1) spawn delay and (2) a big red "kill" marker for the bomb carrier, which is totally unnecessary.
Now, considering that, I think the gamemode is still fun. I see the sabotage game as sort of a football match; part of the game is pushing the ball (bomb, rock, whatever you want to call it) into enemy territory, or getting it away from your bombsite if it was dropped there. Most winning games involve numerous bomb carriers dying on their way to the enemy bomb site but the team continually pushing the bomb forward and eventually overwhelming the opponent.
But what gives? No one plays it. So what say ye? If you do play it, what are your loadouts/killstreaks that you find are successful? EC? Specialist? Support for saving that inevitable stealth bomber to bomb your planted bomb?
They should really remove it. I don't see why they thought it was necessary. On PC, which had way more players in the map, there was no spawn delay and the games were still great fun. You still had bomb plants and defuses. It makes no sense to add it.
Post by aidsaidsaids on Jun 21, 2012 16:49:20 GMT -5
Sabo is fine the way it is, the spawn delay is necessary because of how long the bomb takes to plant/detonate. Otherwise you would never be able to blow up a bomb against a decent team. Think about it. If one team instaspawns on the planted bomb and the other team spawns on the other side of the map, prolly going to get diffused.
Post by aidsaidsaids on Jun 21, 2012 17:46:36 GMT -5
Another small point about Sabo that turns off many people is the spawn traps. Sabo is home to more "hard" spawn traps (the kind where they spawn into your bullets) than other other mode in the game, and they are easier to set up and maintain because of the spawn delay. 20 minute time limit almost makes up for the spawn timer as far as kill numbers go.
^ Participated in one of those kinds of spawn traps in dome sabo. We all got above 100 kills by the end of the match and I never needed to move my aim. After the game was over I deleted the guy that invited me. That was just way too much of an exploit for me.
Post by aidsaidsaids on Jun 21, 2012 17:58:16 GMT -5
Too each their own, I guess. You can see how some players might be discouraged by the possibility of traps like the dome trap, though.
I really like Sabo, though. It's sort of like face off in that you can get a bunch of wins really fast (literally less than a minute) if you want to, a bunch of kills if you want to do that, gold any gun you want (since traps remove the headaches), etc. You are free to do a lot more than most other games, provided you have the skill (and cooperative party).
We can all agree to disagree on the necessity of spawn delay for the purposes of being able to plant/defuse (in COD spawns were such that so long as you held the bombsite, the opposing team spawned away from the bomb, not on top of you, so I still say that spawn placement and number solves that problem).
However, the KILL symbol? Is that really needed? Seems totally unnecessary. The other team has the bomb is all the opponent should know.
Post by aidsaidsaids on Jun 23, 2012 0:10:01 GMT -5
I'd rather it wasn't there, but it does add a dimension to the game. It creates mini-SnD moments, where you have to make sure some number of enemies are dead before you attempt to run/plant the bomb. If there was no spawn timer you wouldn't be able to do that; I think the two features were intended to (and do) work in combination to set the pace of the game.