It’s plain and simple nobody likes this mode everyone hates this mode and it is a rage fest for some. These are a list of issues I see with this mode. I also notice a higher than normal amount of confrontation matches compared to the other game modes. As is reported by other players and myself, so I think proper adjustment in the percentage of what mode needs to be looked at.
many players immediately bail the second they see confrontation on the screen.
ticket regeneration kicking in and forcing a team that should win to lose immediately.
People camping on the next or previous objective looking for kills and waiting the timer out for their team to either win or lose the current objective.
Some of the maps the objectives are too close or often in areas out in the open leaving an entire team to get gunned down because it has almost no cover and time to get to the objective and set up. Sandbag coverage is not adequate enough as it can be destroyed with explosives. More undestroyable cover is needed.
Proposition if the mode is not removed from the game:
Rework all team spawns. This would allow both teams to not have an unfair advantage because some teams are closer than others and spawns are inconsistent, it would also allow tanks not to look over from their spawn and start nailing people with anti-personnel rounds.
Remove ticket count replenishment. This one’s really simple, No team should gain reinforcements for capturing a Main objective only lose them. It would cause teams to fight harder over the objective, instead of trail off and hide in other places or spawn trap players. Not only does it cause issues and bugs the game out, but often times a team that has about a quarter of their tickets left somehow randomly loses when their team captures the objective. There has also been cases where they have lost an objective from half tickets and immediately lost, none of these cases are over the final objective to defend.
Each time a team loses an objective they should lose 200 tickets, an idea to add troop reinforcement back would be similar to the balloons in Normandy. Create a secondary objective for the teams to fight over or destroy, This would allow 150 to 200 tickets back. Total ticket count should be increased to 1500.
Rework the gray zones so tanks and players can’t abuse them. Gray zones should close in and start killing someone in this mode within 30 seconds. Forcing players to move to the next objective. Gray zone should not also protect tanks that want to hide on hills or in other areas where they cannot be attacked. This point in the above one would both aid in players not playing the objective.
Move the objectives farther apart. This will allow a team not to steamroll their way through three objectives in a row. This would also help players have the necessary time to defend their objective. Another thing that can aid in this is a delayed gray zone, after an objective moves 10 to 15 seconds later the attacking team can move forward. This would encourage tactical placement of defenses, and tactical assault of the objective.
I feel like all of these points would aid in players quitting the second they see confrontation. This would also help the mode become more enjoyable.
I love Confrontation. The concept of it is absolutely incredible and really spiced up the gameplay when it came out
If we implement this then the total tickets should absolutely be increased. I want more 40+ minutes games and less <15 minute ones. I need my body counts for maximum happiness
I genuinely do like the balloon thing, and would love to see more things like it
This is something I advocate for in all matches. Give the defenders 30-60 seconds before gray zone advances so they have a little bit of time to build defenses, but not so much time they turn the objective into Fort Knox. Which is what would happen if defenders could see the next defense objective. I know I’d abuse that heavily. Just a nice in between of no prep time and all of the prep time. I think 30-60 seconds plus attacker advance time is plenty of time to set up some really good defenses
I love confrontation. Its a fun mode IMO. I think the issue is more the lack of being able to pick the mode you want to play … I see a lot of people generally leave anything that is not Invasion in general.
I think it would be better to just implement an advanced option. Within which you would have the following:
Preferred Modes
Preferred Maps
Unpreferred Modes
Unpreferred Maps
Prefer Full Games Only (Note: This will result in longer wait times)
Join in Progress Preferences: slider of minutes since map start
I love confrontation, it might need some tweaking tho bc it’s sometimes confusing I agree but the concept is incredible.
I love this game mode mostly for that when I’m playing it I’m not feeling rushed, cap zones are locked for some time letting me to play more tactically rather than just rushing the cap zone down like a maniac. Hands down the best mode, it would be the only game mode id play if I could choose what I wanted to play.
I think it would be an interesting idea to move the confrontation mode as a completely separate game mode that would be selected manually. E.g. enduring confrontation as in WT. This mode could then be further refined to make it even more tactical and thought-provoking. When selecting a mode, the player would be informed that this game mode differs quite significantly from the main game. This could drive casuals away which might spice up the gameplay even more.
spawns now are balanced, teams getting to the 1st point at the same time. it will be better add more time between unlocking the points. 1-2 minutes will be enough.
remove tickets is bad idea, better give more tickets for central point, that will stimulate harder fightings for it. example: give for central point 200 tickets, when for all another points only 150. that will fix balance of this gamemode, when your team already get 1st point, but cant get the 2nd and you lose by the end. what about bugs with tickets - never heard about this problem earlier.
absolute agree.
as i said earlier: give more time between unlocking the points.
On one hand, it can end pretty quickly with 1 team just steamrolling everything. But that is probably an issue on players themselves (that bailing out issue OP mentioned).
The scoring is also a bit weird, like - 1 team manages to hold more ground, yet it still loses the match.
On the other hand, confrontation (sort of) allows engineer constructions to have more staying power. Like, you can prepare defenses and actually use them if battle goes on more or less okay-ish (not steamroll).
Since, if we take the classic invasion mode, you basically lose the constructions and have to rebuild as new control points appear, though, sometimes it is hard to know which place to fortify.
Conquest mode, in theory, is the best for fortification building, but they are too short.
I think these are the most disliked (especially when you get conquest when experience booster is active).
Still, I agree that confrontation needs some tweaks.
Really, in my opinion it may be the best mode. I’m honestly surprised some dislike it. I’d even say it may be better than invasion
Sure every thing in this game needs a little TLC but I don’t think Confrontation is in need of any desperate updates. If anything the only thing I’d suggest is double the objectives so the battles are even longer
That’s where losing tickets and not getting replenishment after retaking a objective would come into play. Either way the teams have a chance to lose a fair amount of tickets. If they wanted to gain some back that’s where the airfield secondary objective idea comes in. No matter if it’s balloons, a destructive objective, a capture objective, etc. But it would add a more focused play style to keeping secondary objectives to gain tickets, and defending the main objective. Simulating a more “interactive ticket bleed”