How is it possible we can lose by this much, despite
having fewer deaths than the opposition.
never lost the middle objective once (but took it 3 times).
In the end we pushed hard on their side, and after hard contesting we eventually lost and had to fall back. But in vain.
We were completely screwed and had no tickets left to even try to defend it, meanwhile the enemy had plenty of reinforcements lol.
Regardless if one think confrontation is fun or not, it’s so broken in its current state.And so frustratingly unfair. It favors a certain strategy, where you don’t need to contest the middle point, but slowly bleed out the enemy and let them suffer trying to push the first object on your side.
Btw The enemies team has 81 death counting even the deserter one, your team 85 instead
The vehicle deaths are very equal but I will consider that bombing run was used by both side, so probably your team used more vehicles as well burning more tickets than the opposition
also seems your team has more Conquest points so means it was more aggressive consuming more tickets than what it get back from the points once captured
Kills are almost equal on both side too once counted
So from this end game screen I will say,the opposition slowly bleed your team of their reinforcement by keeping the battle on the center
Side note
Your team lacked of engineering structure, just you and another build stuff, so it helped the enemies to bleed out reinforcement by your side slowly, they instead have a huge amount of engineering points, this mean all team was helping in the defense
The mode objectives is capture all zone or bleed enemies reinforcement, is very simple and there isn’t nothing to fix, you got unlucky because enemy team just was ready to farm your team tickets from their side of the map leading the concert and your team was unable to stop them in doing this
how they happened to be a better team or played, and how we could have done stuff better is completely irrelevant regarding my concern about this game mode.
I’m talking about how the reinforcement and ticket bleed is designed.
Yes, related to how the current ruleset, they won, and should have won. But I question why we should have this ruleset to begin with.
Like I said, and what you pointed out yourself,
It favors a rat strat where you have nothing to win contesting the middle point.
Is the same thing defender do in invasion farlon, keep the point until they can and retreat slowly bleeding attacker reinforcement, there isn’t nothing different here, they just played as this was an invasion match
yes, I know. But this isn’t invasion, the purpose with this game mode can’t be having two teams treating it as invasion defense. That’s ridiculous.
Imo deaths should bleed tickets, so it’s nothing wrong with that.
I miscalculated the deaths in this match. Like you said, it was even but how can we go from this to this, in less than 2 min?
They shouldn’t even have bled out us (4 deaths difference)
We were completely screwed in the end and had no tickets left to even try to defend it.
It’s a huge design flaw.
We lost because we took the middle point, that’s what it is. And it’s just straight-up stupid.
The best solution I can come to think of is to decrease the reinforcements for capping the other points but the middle point. Keep ticket bleed by deaths but don’t discourage ppl for from capping a point. It’s the point with this game mode lol.
This game mode is team deathmatch with extra steps, killing is 10x more important than playing the objective.
I think recapturing should not give back tickets, instead holding more flags should drain tickets - so that capturing and holding makes more of a difference.
The idea that the “pushing team” that is sacrificing their troops so that they can capture, would still lose despite being successful is ridiculous.
whats ridiculous about successfully taking a hill, but losing all your troops and reserves in the process?
you cant hold ground taken when you have no men left…
Favourite game mode. Invasion and conQuest are all attack attack attack!!! (most aggressive wins)…Confrontation you have to change it up on the fly. If attack isnt working, it becomes costly. pick the moment.
Here is the biggest issue about conquest for me. A lot of people don’t even try to capture the next point as they are perfectly happy just fighting between them, so we have our cap point they don’t take and they have theirs. So, the game comes down to who outlasts the other. Seems like cap points in my games anyway are becoming moot. That being said, either make the game go on till someone captures ALL cap points, or stop with the multiple cap points all together and just have a one cap point and both sides fight for it till they run out of tickets. Just my two cents worth anyway.
Perhaps you are not informed but if the enemy team lost players at the beginning of the game ticket cost is cut for each teammate lost. In theory a team with less players gain an advantage over a filled team with ticket bleed.
Its just that the goal of the gamemode is clearly to capture, but doing so is often actually not worth it.
Dont get me wrong guys, I do enjoy a good match of this here and then, its just that the objective is misleading.
Maybe what could be done to make capturing more valuable while keeping the “spirit” of the gamemode, is to make the first middle capture point give no tickets back, while the further you push to the next stage you regain more tickets.
So to speak who ever controls more flags also gets more tickets back
ye, I also enjoy this game mode a lot.
But in 1 of 3-4 games it’s just busted and makes me tilted.
On certain maps and in certain matchups, it just shows how skew the game mode is.
I really would like it to stay, but with some obv adjustments.
It has potential.
I love confrontation, the ability to counter attack is really cool, but sometimes due to the poor map selection its very unfair.
take this battle for example: https://enlisted.net/en/replays/#!/replay/425223679522373044
Kahif village aka Tatooine, all objectives favoured the enemy side, every single objective had its tunnels only accesable by the enemy side which was very frustrating.