Another Lemnis Gate livestream has finished. This one focused on a new game mode (and map). Lemnis Gate primarily focuses on objective-based game modes, but it also includes a traditional Deathmatch mode. The Deathmatch mode also features the game’s signature time loop mechanics.
Lemnis Gate Deathmatch Mode
Deathmatch is pretty straightforward: kill the enemy operatives. In this mode, there are no objectives like Resistors (Seek and Destroy) or Particle Accelerators (Domination). In this mode, the enemy operatives are the objectives themselves.
As usual, the game plays out in 25 second time loops for 5 rounds each player. Once all 5 rounds are over, the one with the most “objectives” will be the winner of that half. The players then swap sides.
In Deathmatch, since the enemy operatives are the objectives, players will earn 1 point for every enemy operative that is killed at the end of the time loop. Friendly fire or self destructs will count towards the scoring. Basically, for every operative that dies on your side, regardless of who the killer is, your opponent gets 1 point.
Furthermore, players will earn more points (although miniscule compared of objective points) the more damage they deal.
Because the focus is around killing enemy operatives, there is a completely different flow of the game compared to the objective based ones. For instance, 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 could be fun for those who just want to relax and not put too much effort in coming up with strategies for objectives.
Going first in Deathmatch, like in the other game modes, puts you at a certain disadvantage in Lemnis Gate. After all, if going after kills is the goal of the game, then there’s not much to do if you’re going first and there are no enemies in the time loop.
On Deathmatch maps, there are turrets that can be captured. When these turrets are captured, they will fire at enemy operatives for heavy damage. These turrets can be destroyed.
When going first, capturing turrets is typically what you will want to do. Since there is nothing else to do (and going for pre-fires isn’t as effective if the opponent pays attention), you can set the flow of the game by capturing turrets (or destroying them).
There are currently 2 maps revealed for Deathmatch. There may or may not be more on full release.
These maps appear to have more open areas compared to the objective-based maps, allowing better focus on combat. Both maps have 2 turrets, both opposite each other and approximately even distance away from both teams’ gates.