I was playing Battlefield V again the other day, went back to compare the Pacific there and in Enlisted, and one thing that struck me as genius was that you couldn’t just camp with your 5 buddies in building A, while 3 enemies camp in building B, and magically capture the point.
This mechanic infuriates me a lot in Enlisted.
You may be actively fighting and defending the point, but just because the enemy team has 1 more soldier in the zone, the objective gets captured.
The BF system means that the meter gets filled up just fine, but the capture happens only when one team clears out the other from the objective.
In this picture the objective is “pre-capped” by the blue team but they still need to clear out the few red team soldiers before it’s officially captured.
Which promotes active gameplay, trying to push the enemies off the objective, not just camping with a larger group of friendlies.
It also means that as long as you’re fighting on the objective, there is a chance for your team to hold it.
In Enlisted I’ve had countless rage moments when I am on the objective alone actively defending, yet two enemy soldiers run into the cap radius and the objective is suddenly lost?
Keofox @1942786 I know y’all might have wanted to do things a bit different, but this just makes sense.
Too easy for someone to get a toe onto the point or hide in some obscure disconnected corner.
The latter has been an issue in a few maps where you usually see a squad sitting in a corner of the circle where it barely pokes outside of the building that’s meant to be the point.
I don’t think there is such mechanic in BFV. I just watched a video of BFV gameplay, the cap zone works like in Enlisted.
It will let attacking a point become way harder. Because some point are big house and you can’t find where the enemy is hiding at.
Since defender have unlimited spawn, it is better to encourage defender to find where attacker is hiding rather than letting attacker that have limited spawn wasting time to find where defender is hiding at.
It’s been a thing forever in every campaign, almost always on objectives that are buildings, but there are some maps where you can contest just by crawling under a tank wreck or something
We could change it to a different split, of the enemy has less than 40% control they cannot make cap progress, 41-60% they can make progress slower than usual but cannot capture the point outright even if it fills up completely but if presence drops below 40% the cap progress goes down again sorta as a temp if you can’t actually cap, of owenership goes over 61% it’s regular speed and the point can be capped and any of the contested cap progress would be solidified and only decay slowly if the cap is held by a majority defender presence, teams would fight to try and keep it either in the 20% middle for a gradual buildup and a quick push to secure the cap or try to push the enemy off completely for a quick cap
Maybe a defender’s tank on the point could lock it down until destroyed. This would be good since it would specifically remedy the problem of wide open caps while leaving smaller indoor caps alone.