Nowadays there far less times I see this(maybe due to bigger amount of new players ), but it still exists: after capturing previous point - attackers quickly deploying themself as paratroopers, meanwhile all defenders are busy with rearguard fights and that’s how attackers can perfom double capturing within a minute!
I think that there are two possible solutions to this problem:
Make some delay before point will be available for capturing (e.g. till the previous fight zone will be come grey)
Make zone which is available for attackers to grow dynamically, like a waterflow, instead of making this zone instantly available.
Cannot see a problem here, if the defenders are lingering near the old, captured point instead of rushing to defend the new one, it’s just their fault.
the problem is, on some maps, you can genuinely lose the point before being able to retreat, or losing your squad in a hasty retreat and trying to spawn in again.
If you care so much about this you should be back at the next objective when the objective is 50-75% captured… it’s one of two and both of you can predict the wrong objective.
Maybe, if you know you’re playing against some good players you should drop the meaningless fight at the frontline and go build a rally and supply the next point.
Giving up on an objective when its 50% or hell even 90% capped is dumb af, Maybe at 95% you have a point, but you very rarely are at liberty to check that while busy elsehow.
A far better system would be like BF1, where you need to mop up the enemies left behind, before you move on, however to encourage the enemies to retreat, the attackers gain tickets for the more enemies that fail to retreat (aka attackers get tickets back for killing defenders who dont retreat).
That’s really interesting, I hate spawning on a newly captured objective just to walk out and get shot in the back by the obligatory lone american staying behind to corner camp.
it’s more easy, just do like this and give to defenders the info when the place it’s near to fall like less than 15% of cap point in their hands to where is the next defense area
I like this system. We have suggested it for a long time.
Once cap is fallen, remainding defenders are marked on the map. Attackers empty the area of anyone left before the next zone opens up. (I also believe there was a maximum time defenders could delay…But its been a long time since I played BF 1)