Another Lemnis Gate live stream is finished. This one focused on a new game mode (and map). Lemnis Gate mainly focuses on objective-based game modes, but also includes a traditional Deathmatch mode. Deathmatch mode also features the game’s signature time-loop mechanics.
Lemnis Gate Deathmatch Mode
Deathmatch is quite simple: kill the enemy agents. In this mode, there are no targets such as resistances (search and destroy) or particle accelerators (domination). In this mode, the enemy agents themselves are the targets.
As usual, the game is played in 25 second time loops for 5 rounds per player. Once all 5 rounds are over, the one with the most “goals” will be the winner of that half. The players then switch sides.
In Deathmatch, since the enemy agents are the target, players earn 1 point for each enemy agent killed at the end of the time loop. Friendly fire or self-destruct count towards the score. Basically, for every agent that dies on your side, no matter who the killer is, your opponent gets 1 point.
In addition, players will earn more points (albeit minuscule compared to objective points) the more damage they do.
Since the focus is on killing enemy agents, there is a completely different flow of the game compared to the objective-based one. For example, the entire match could take place on one side of the map.
Playing Deathmatch in simultaneous mode makes the game more like a traditional first person shooter deathmatch. This can be nice for those who just want to relax and don’t want to go to too much trouble to come up with strategies for objectives.
Going first in Deathmatch, as in the other game modes, puts you at a certain disadvantage in Lemnis Gate. After all, if the object of the game is to go after kills then there isn’t much to do if you go first and there are no enemies in the time loop.
On Deathmatch maps, there are turrets that can be captured. When captured, these turrets will fire at enemy agents for heavy damage. These turrets can be destroyed.
If you go first, catching turrets is usually what you want to do. Since there’s nothing else to do (and pre-burn isn’t as effective if the opponent pays attention), you can control the flow of the game by capturing (or destroying) turrets.
There are currently 2 maps revealed for Deathmatch. There may or may not be more on full release.
These maps seem to have more open areas compared to the objective-based maps, allowing for a better focus on combat. Both cards have 2 turrets, both facing each other and approximately equidistant from both teams’ gates.
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