Now I know WZ: FF has issues (AI issues, massive swarms of enemies, crawlers being able to snipe you with homing rounds 3× the distance your’s would, etc.), but what I noticed was a killjoy inclusion that maybe, should be fixed. I’m talking about the relation between the objectives and game timer.
Now what I mean by this is that, sometimes after the first object, a defence-objective might come up across the map, in which, by the time you get there half of the objective health is gone. Other times, you get a kill/destroy-objective, bring the last boss’s health down to 15% or bring it’s health down to zero near the “30-seconds-left” mark, only for the connection to give some back or (worst of all) having WARDEN ETERNAL’S assassination animation play out only for the timer to run out WHILE HE’S COLLAPSING ON HIMSELF AND LOSE THE GAME!
Now my suggestion would be to add waypoint markers for defence objectives BEFORE the round begins and have a “Sudden Death” or “Overtime” state in kill/destroy objectives so that, if you don’t complete the kill within the time limit, INSTEAD OF ENDING THE GAME RIGHT THEN AND THERE, EACH PLAYER ONLY HAS ONE LIFE TO KILL THE BOSS[ES], IF THEY DIE, THEY’RE DEAD FOR THE REST OF THE ROUND AND RESPAWN IN THE NEXT.
(If you have a suggestion, feel free to add.)