maybe need to tweak that permanent completion rate. maybe make it faster to capture/slower to recapture instead?
The stupidest mode from the beginning and insta-quit for me from the day 1. Nearly impossible to pull of with and uncoordinated and who knows what tard team.
The gradual permanent completion could be somewhat of a solution but it doesn’t make logical sense, why would you cap something permanently after the ie. 4th try? What changed as opposed the the previous tries? Sounds wonky.
What would be the BEST solution, remove assault from the normal rotation, introduce clans, and make it a clan exclusive mode, where by default everybody is coordinated and willing to play that shit show.
Because dev is noob, and hadnt much knowledge of how a FPS level design should achieve.
Only <=10 human per side. To fully attack and control 2 points at same time. No spawn cost for defenders. And so many more.
And left for 3 years not improving at all.
Train escort was at least a good concept. But ruined by AI and so many more bugs (like no spawn protection for attacker, what? too many glitch trying to get on the moving train)
I’ve thought about that in the past, but ultimately I would have to disagree. The ONLY thing that would encourage players to play in a more intelligent manner is with a mechanic and corresponding UI element that portrays urgency, as well as action/ consequence (cause/effect).
To put in in simpler terms, if it were just a faster recapture, most players still wouldn’t be visually incentivized to play intelligently, until it was already too late.
By doing it in the way that I suggested, it would help to prevent the back and forth strategy that is the issue, altogether.
fair enough. it would definitely incentivize the defender to not let the attacker capture the point ever. yeah, your idea is better than mine
two objectives modes should be removed