This is my go-to mode in Delta Force Boosting and where I’ve largely spent most of my time. This is the section of the game with the various PvP modes you can hop right into and get started on the action. Here you’ve got two main modes: Attack and Defend and King of the Hill. The former is a rush-style mode where attackers push towards set objectives that the defending team must keep occupied at all costs. And King of the Hill is what you expect: both teams must hold several points across the map to gain score and win the match. And then there are event modes that get cycled in every now and again, such as King of the Hill but with armoured tanks and the like.
Right, so before I really get into how the game plays, I should probably explain Delta Force’s playable characters. Our Operators, as I’ve mentioned previously, are unique playable characters that have their own skill sets based on their classes—but there are variations between units even within classes. Stinger, for example, is a healing-focused machine who can not only revive quicker but can revive anyone who has been downed within the faction. He is also equipped with a tonne of smoke-deploying skills that can blanket the battlefield for easy escapes. Toxic, on the other hand, can revive faster but is unable to fire off heals like Stinger can, nor does she have smokes like he does. Instead, she can fire off swarms of drones that can hitch onto enemy combatants, forcing them to spend precious time pulling off drones less they get chipped to near critical conditions.
Going through all the Operators would take me a bit, but they’re all unique in their own way and I really it. I’m usually not too keen on “unique” playable characters (I’m more into class-focused games) but not only does Delta Force do a good job of making it so you can be successful without solely depending on your skills, but the game is balanced in such a way that every Operator has a counter of sorts. And no I don’t mean just a shotgun blast to the face either. Some characters, like Sineva, the riot shield-holding monster, can tank basically everything you throw at that shield, and he can be a real menace. But Hackclaw has a flashbang drone that can impact his ability to hold the shield proper, which gives you and your team just enough leeway to blow that loser into the sky.
I personally found not only Operators to be fairly balanced, but weapons also don’t feel terribly overbearing. Like, don’t expect to be sniped with a shotgun, but obviously don’t be surprised to get glassed by one up close. The snipers in the game can only one shot if the buy Delta Force Boost players get your head. Assault rifles and machine guns can absolutely shred you to bits, but players will find themselves needing to reload quickly and, in most Warfare modes, that usually means insta-death.
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