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Member
Strategy > Intel > Echoes: Should there be a fixed time limit on Echoes?
I know HS is still in Technical Test phase but after observing many matches, it's clear that the echo/respawn system - though very clever and innovative - offers what could be a major strategic advantage: allowing at least 1 teammate to spectate the field in free-motion and provide valuable intel such as enemy positions, loot and anything else you can and can't think of.
I usually play team lead/point and any good lead IMO would be willing to sacrifice everything including their own 'life' for valuable intel if it results in a team win. Looking at the echo game mechanic atm, I'd be willing to intentionally down myself (if it makes strategic sense) damn near at start of the match just to float around as an echo for 95% of the match b/c I believe my intel alone is that good and advantageous in keeping my team alive. Obviously, intentionally downing yourself in most any situation would seem asinine and counter-productive but the fact that I could freely ghost around and spy on my opponents AND be respawned simply with an enemy kill at any point sounds waaaay too good to pass up for major consideration as a viable team tactic.
I understand the drawn-back of having only 3 physical teammates in-play (over 4) but I am a firm believer that good intel - especially the kind you can extract as a virtual "ghost" while watching your opponents - is much more valuable to your team in the right hands than the total number of physical bodies you have in-play to get the victory.
Perhaps echoes should have a fixed timer to limit the impact of a bunch of phantoms ghosting around spying on everyone throughout most of the match? Or maybe its a balanced strategy already fully thought out? All I know is that if you allow someone like me (and other high IQ players) to freely float around the map post-death and relay intel to my teammates it's gonna 100% impact the match in many cases to an unfair advantage. I'll take it if you leave it Ubisoft. Just a fair warning 
Note: From this writing, Hyper Scape is currently in Technical Test so I've only had the chance to observe matches. Gameplay is very very fast so I could be overestimating the impact of intel in a super fast-paced gameplay environment. However, if my instincts are for the most part correct, then "ghosting" (what I call it when you have a capable spectating teammate relaying good intel to teammates) is going to be a viable - in some cases intentional - strategy in Hyper Scape.
tl;dr: Downed teammates in Hyper Scape can float around the field as "echoes" while observing opponents seemingly without limits all while awaiting manual respawn. In the right hands, this can be intentionally used as a major advantage for competent teams. Perhaps then, echoes should have a fixed timer before their free-motion advantage is limited?
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Community Representative
Thanks for sharing your perspective on the Echo system! You are correct in that the gameplay is very fast currently. However, I think because it has such a high TTK, it is hard to fight up against another squad if you are down a player. While the power of intel is super strong, which is exactly what we wanted to highlight, I'm not 100% sure I agree that it is absolutely worth having someone in an Echo state for a majority of the match.
I'm curious to see if other people agree that the Echo state does seem very strong.