Fix this bullshit mode. The enemies keep capping one LAST control and they even saw up winning! We were capping 4 controls over and over and their bar is not going down… How this SHTTY mode suppose to end?
After two hours and only if someone caps all controls? That’s really crap. Fix or even better remove this shitty mode
You simply dont understand how this game mode works. You can capture all 4 points and still lose because you took too much casualties during the attack. I love confrontation mode because it isn’t all about rushing but more though approach, the gamemode needs rework though. The enemy team when capping their neutral cap-point shouldn’t get much tickets as it isn’t such difficult thing to do.
Confrontation is too much exploitable in 4 man, simply camp at first point and fortify him in a way enemy cant cap it, they rush for take it and you and your boyz simply kill them under 100 remain
Fall back and reply the same at second point
At third point kill them all and win
GG
50k xp
This mode is very confusing to me. I’ve had at least one match where our team captured more points, scored higher, had more kills and ran out of tickets after the enemy team; but still lost the match when the counter reached zero. I’ve also been on the opposite end of that and also still lost.
I enjoy confrontation but I wish it was more transparent about who’s winning and why
So, to better explain how the mode works, because it took me a while too originally, let me start with this:
This mode is less about brute force, and more about resource allocation.
The game mode is essentially a dual sided game of invasion. (This is why in “Invasion” mode, defenders don’t have tickets, as it would essentially turn it into this mode but worse, but I digress.) Just like in invasion, there are two different win conditions. In INVASION, each side gets their own unique win condition. For attackers, they must capture all the objective points. The defense however, has to run their opponents out of reinforcement tickets. When an objective is taken, extra reinforcement tickets are given to the attacking team that took the objective.
In CONFRONTATION, both sides are given both win conditions as options. This means you can attempt to play offensively and try to take the objectives, or you can play more defensively and try to bleed the enemy tickets dry. Capturing an objective gives tickets back still, the only difference being that both sides have the need for them.
The reason that so many players have issues with this game mode is because they are solely focused on offense usually. While pushing through and taking the objective is a win condition, they often forget about how many tickets they are going through in an attempt to take that point. Setting up a defense is extremely important as if you get pushed back or are bled for points, and you are only set up for offense, you will find that you often hemorrhage points faster than you can regain them. Its a balancing act of time and resources, as if you push forward you MIGHT take the objective and move forward, but if you only send enough troops forward to keep the enemy busy, you lose far less tickets and have an opportunity to force them into a frenzied push while you sit back comfortably retaking the objective that is your established “frontline”, and bleed them for tickets.
If done with good balance, you will either win due to capturing all objectives as the enemy doesn’t try to defend at all, only attack. The other winning tactic being to bleed them of far more tickets than what they can regain by taking those objectives.
The shorter and more directed version of this is that to win you need to play both offense and defense usually. This even can include playing defensively offensive. To push in a way that bleeds their tickets more than yours. Smoke is a quick fix but not necessarily a sustainable one. Use it to push up closer while sustaining less losses. The much more sustainable solution is to create protected routes for your offensive pushes (trenches, sandbags, medboxes if applicable, and ammo). In addition, create a defense that will cause major casualties on their side if/when they push you back (minefields, killzones/ chokes, and no-man-lands with barbwire and Czech hedghogs). Bleed their tickets more than what yours do. This way if it turns into a longer fight, you have the upper hand.
Quite often, teams will be neck and neck and run out of tickets at the end. If this happens, it comes down to what side has the most people alive when the timer runs out, NOT who has the most objectives taken or kills. If you decrease the casualties you take, you will easily outpace your enemy.
@114364789 , I hope this helps you too.
btw, wrong category.
This aint a mode topic.
Sorry for the wrong topic, but this mode is unbelievable. How many wants a match to take hours ffs?
It never actually takes hours.
When I encounter this pattern, I just quit because it is a waste of time
I do enjoy this game mode alot
Much fun