Assault mode Revamp

A lot of comments have been made recently about various modes being disliked or far less popular as a whole. Assault is one that is often on those lists but isn’t really talked about as much.

Personally, I think the potential for this mode to be really good is there, but in its current state, it simply is quite frustrating more than anything.

The Primary Issue:
Going back and forth repeatedly capturing (or retaking) objectives, or hoping that if you take control of one that your teammates are competent to deal with the other one. Often times these games will end on a TIMER rather than captures or loss of tickets.

Solution:
Rather than it being a full objective capture each time that it is fought for, give a partial PERMANENT completion each time, ultimately resulting in a permanent capture.

Example:
2 objectives, Point A and Point B.

Point A gets taken, and players go over to push point B.

If Point A is retaken by defenders, 12.5% of the point still remains as attacker owned. So the next time attackers fight to retake it, it requires a little less time than the first.

Each time that objective is captured by attackers, it adds another 12.5% to that capture.

Ultimately, it means that if the back and forth is too extreme, attackers will permanent capture after 8 times.
(One would HOPE that it wouldn’t come to that, but it would still be easier for attackers to capture without extreme amounts of coordination.

So what does this mean for defenders?
It means that choosing an objective to defend, rather than continuously running back and forth will be a much better option.

Personally I would still like to see defenders get the ability (in Assault, Destruction, Invasion, etc) be able to see the future objectives they are expected to defend on the map. Allowing for defenders to set up more effective defenses.

That said, I think this would be a good change to the Assault game mode to make it a bit more popular, and additionally reduce the number of players that just desert upon seeing it pop up.

3 Likes

Defense in this mode has a great advantage. It would be nice to give something to the attacking side. For example, smo…

2 Likes

I’d also like to add that bots in this mode just mindlessly head for a single objective until it’s captured, then they all go for the other objective, ad infinitum.

This fact adds a further burden to teams with fewer players, with bots just bouncing between objectives at best, and being endlessly slaughtered at a single well defended point at worst.

They should at least randomly choose a point to head towards, and ideally stay at captured points to defend them.

1 Like

Actually, I like this game mode since it gives room for counterattack.

Im afraid that this would just kill it’s uniqueness.

Very biased mode for defenders like its better that defenders should have their own tickets and its going to be slightly lesser than attackers as it should be.

No need to mess up around cap times for each side, just have defenders get own tickets on assault and invasion.

2 Likes

Then how is it different from the destruction? (Except the need to hold “F”.)

2 Likes

It would need to be captured multiple times to result in a permanent capture.

2 Likes

Really great compromise for gameplay’s sake. +1

In my experience it is way too easy for the attackers to steamroll and finish a game in under 5 minutes.
The fight for the first two objectives is can be ok, but when these are captured, it’s over within minutes.
Attackers usually reach the new objectives before there’s even a defender in the area, so no chance to defend at all.
Either the maps need to be smaller or objectives closer together, or the defender spawns should be closer to the objectives.
Once the ‘first line’ is broken it’s just pointless to continue.