Hey, I just had a confrontation game and we were constantly on the enemys side, but lost because of tickets.
The enemy had one third of tickets left.
At the end, the leaderboard did not show that we lost that much more troops.
I mean I understand that in real life, carrying out an successfull offense can still make you loose if you loose to many troops, but this game mode is so frustrating because its so intransparent what is why happening.
should be removed i guess?
What side were you playing?
At least it should better explained.
I was playing Axis.
My money was on that. I have seen the same issue and it seems the Allies need the help to win and get an advantage on capture speed and tickets.
the devs really need to re-design and re-think the confrontation mode. imo i ALWAYS tend to just push back the enemy with ease, resulting in short matches that are just boring as hell.
games like COD 3 (2006) have the ‘‘war’’ mode where you capture points, and depending on that, you move forwards and retreat, thats a example of a fun tug of war game. not whatever DF is doing. what im thinking is, in order to make matches longer, we should have a 60 minute countdown with both sides having infinite reinforcements, this is to make sure that the battles wont end by just conquering all points, it would simply be over too fast if one team is good, and the other isnt. youd actually have to hold them till the time runs out
https://youtu.be/-X4P0bVRkzw
The issue is that this community didnt enjoy long matches, (time) one example of that was the removal/change of the train map to a version right now that isn’t fun coz it’s too fast.
I would rather have batles. That lasted hours, but we have to understand that people have lives beyond this.
I remember that cod3 on PS, was such an amazing game but didn’t get the credit it was deserved. Imo
I think Confrontation mode may be here to stay. I’ve played it several times now, and it’s a correct observation that an enemy can advance far into your territory but still lose.
But the effect of Confrontation mode is actually something a lot of people have asked for (in a roundabout way).
Many people, rightly, don’t like when defenders continue to kamikaze planes into the attacker troops while dropping their bombs. No army in the world would fight a LAND engagment in this fashion, because throwing away planes is an incredibly stupid thing to do (unless you’re in the Pacific theater and your homeland is threatened, I guess).
Confrontation mode REQUIRES both sides to balance their commitment of men and materiel into the fight, which means both sides have to fight EFFICIENTLY…and this actually makes it, within certain bounds, the most REALISTIC mode of the game. Realism is obviously up for debate given some of the things in Enlisted, but this battle mode is DarkFlow’s best approximation so far.
I personally enjoy it, because again I personally play the game as though each soldier has value…and by that I mean that I try to exact as high a trade for my soldier’s lives as I can. 1 to 1 casualty rate is acceptable, but I’m not happy until it’s 4:1 and obviously higher is better. (That’s part of the reason I don’t run 9 man squads, but that’s a different topic.)
But, there are different game modes and we all have our preferences. So hopefully they will allow people to filter out Confrontation in the future so no one has to play this particular mode if they don’t like it.
Loss of strategic points should not be rewarded with a win. In true historical accuracy this could be explained over the course of an entire theater/campaign. Not in a game with a comparatively small scale battle. I’ve played 2-3 matches in Moscow now where we constantly had the other team on the back foot and in some cases came close to capping their final point but never quite got it. Regardless they never had the advantage on us and we always took back the fallback point. This is why other games implement a ticket bleed for the team losing points, it gives an incentive to actually aggressively attack to take points, not just continue a back and forth which happens when one team has favorable terrain and can simply sit on high ground farming while the other team plays the objective