
Highguard quietly entered the hero shooter market without much promotion. While trailers showed off huge arenas, complicated goals, and massive battles that hinted at something special, the actual gameplay was surprisingly limited. The biggest surprise was the small team size – only three players per side. Considering the maps are designed for large-scale combat, this 3v3 restriction feels jarring. It undermines the game’s ambition and makes each match feel strangely empty and insignificant.
The maps actually make the problem worse. They’re huge and complex, designed for big teams working together. However, with only three players per team, most of the map goes unused, and it’s hard to come up with interesting strategies. This is especially noticeable in “Raid” mode, where just six players feel lost in areas meant for many more.
Why Highguard’s Maps Demand More Players
The maps in Highguard are built for large-scale battles, not small ones. They’re expansive and have multiple layers, really needing more than six players to feel full. Currently, the arenas often feel too big for the amount of action happening, with most fighting contained within the forts. A lot of the map is unused during matches, and the sheer size – comparable to maps in Halo – feels wasted with only six players participating.
The small number of players disrupts the natural rhythm of matches. Teamwork, controlling the map, and coordinated attacks become less important since there are only three opponents. While objectives are central to winning, they often feel unimportant because of the small scale. Strategic locations like high ground and narrow passages aren’t used as much as intended. In Highguard, a lot of time is spent running around in empty areas, rarely encountering other players, and gathering resources – it often feels more like a survival game than a team-based competition.
The game’s design clearly aims for large player counts, but it’s currently limited to 3v3 matches. The maps are spacious and designed for coordinated strategies and teamwork, but the small team size doesn’t allow players to fully utilize them. This leads to a game that feels less exciting and surprisingly empty, when it had the potential to be truly thrilling.
How Bigger Teams Could Unlock Highguard’s Raid Potential

Adding more players to each team would dramatically change how the game feels. Matches would become more dynamic, with constant fighting over objectives. Teamwork, like rotating positions and flanking opponents, would become much more important. Ultimately, the game would be more engaging and realistic with a fuller battlefield.
Increasing the team sizes would make each match much more dynamic and engaging. The large maps currently feel underused, but with more players, they’d become strategically important and truly come alive. Right now, finding loot is often a quiet part of the game because there aren’t enough players, but a higher player count would create more exciting and meaningful encounters. Ultimately, this would allow the “Raid” mode to finally deliver the large-scale battles it was intended to provide.
Addressing this problem might require the developers to completely redesign the game, but it’s essential. The maps in Highguard simply aren’t designed for 3v3 battles. A minor fix won’t be enough; without a major overhaul, the arenas will remain unused, many locations will feel pointless, and the “Raid” mode won’t live up to its name. If the developers truly want Highguard to succeed and fulfill its potential, they need to increase team sizes and adjust the game accordingly – it’s not something they can skip. Player feedback clearly highlights these issues.
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2026-01-27 22:14