Slow down the pace of the game

My group today had even more issues than normal today with games ending stupidly quick. One of my buddies was beyond pissed because he got the “12 games of 50% xp” from the battlepass, just for the next 10 out of 12 games last less than 10-12 minutes each and basically no xp gain. All those games were when we were on offense.

Meanwhile, on defense, even as a 3-4 man team, we were usually getting obliterated due to inability to set up hardly any kind of fortification at all. The first objective would get hit with an HE shell or grenades and taken almost instantly. Second objective we would barely get back to before they were on it. Third objective same way. By the time it reached the fourth objective, we still had troops trying to get into zone that were left over from the second objective.
By final objective, over half the team had usually quit or were dying to greyzone.

Some SERIOUS changes need to be made to slow down the pacing of games and give a much more fair balance to defenders. This has gotten absolutely ridiculous.

Suggestions:

  • Don’t immediately open up the area around the next objective. Give a bare minimum of 60 seconds for defenders to fall back and regroup.

  • Give Defenders the locations of ALL objectives. If they decide to go back and fortify, so be it. Trying to hold objectives without fortification is nearly impossible. There are TONS of options to break through fortifications. Attackers should have to struggle at least a little bit to get to the objectives.

  • Bring back the ability to stack sandbags. One short wall of sandbags is usually still shot over to kill troops behind it. If you want to make them unable to double stack directly in doorways, fine, but we need to be able to block bullets effectively, and one sandbag wall high simply doesn’t cut it.

  • Remove the construction hammer from paratroopers. They have enough special abilities as is (dropping into any location and being able to change into several different roles on the fly via their crate). They should not be able to drop a rally that the rest of their team is then able to completely bypass any fortifications the defenders might have actually managed to put up.

  • Grenade pouches are beyond spammed, and make it incredibly easy for attackers to do ludicrous amounts of damage with each soldier. Allow mine pouches to balance out the playing field a bit. It will also potentially help against the flamethrower and paratrooper spam.

  • These are core things just to help balance out offense vs defense, others may come in the future, but these are needed just to slow the pace of the game down a bit and stop as much desertion from defending teams.

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keo used to talk about why he didn’t tell the defenders the next defensive point, I think it was so as not to slow down the game. Some map designs are designed so that if the attacker cannot overrun before the defender has finished preparing, the attacker will suffer huge losses. For example, some bridges in Berlin.
In other words, the game is deliberately designed to allow the attacker to exploit gaps in the defence. So the idea of giving the defenders enough respite does not work on its own and breaks the game. This is because some maps are OP for the defenders.

This is a stupid idea. It is an unnecessary weakening and I am even angry that you keep making suggestions like this. Please don’t make me repeat what I have said over and over again.

:black_small_square: It is a gimmick that paratroopers should have that allows them to erect rally points behind the enemy.

:black_small_square: Paratroopers can only have one hammer and it takes a certain amount of skill to survive and build a rally.

:black_small_square: When building a rally behind a defensive position, there is a high risk that the rally will be caught in combat, rendering it unusable and likely to be spotted by the defenders.

:black_small_square: When building a rally to the flank of a defensive stronghold, it can be done by attackers who flank by land, simply because they are faster. The gameplay is until the defender deploys flank defences to prevent them.

:black_small_square: It is only the player’s fault if he cannot deal with not only the rally set up by the paratroopers, but also the opponents’ rally without looking for it.

:black_small_square: The attacker has to attempt a flanking attack, or clear the defenders while destroying buildings, etc. Creating an environment where the defenders can only focus on building and ambushing and shooting the incoming enemies without looking for rallies is not fair in the first place. Therefore, this proposal is just asking for an easy game for the defenders, which is unfair.

As a general comment, you always propose radical changes to the game system, but they are messy.
The game balance is largely determined by the map design, which needs to be redesigned and rebalanced in detail for each map, rather than just changing the system.
And you still make too many proposals that give an unfair advantage to the defenders. If you want to play a game where the enemy always comes at you only from the front, play a tower defence game.

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This is to much of an advantage for defender.
I will say that the position of next cap should should pop up when the current is like at 80% of the cap so the defender that need to spawn can choose to go to the current cap that is being conquest or go to the next one to reenforce it.

Yeah been finding this… on top of that youre gettiing spammed with CAS arty akr raids etc.
And because uku have to have bodies on its wash for attacker to hit the target with th big stuff where as defender has to try to cover all approaches and with time to set up defences its annoyingly dull and flies in the face of history…
Add in a laxk of friendly damage itvweighs too much advantage on attacker.

Then wr have the issue of initial spawns. So manh times ive been spawned on a defensive point with a sniipe squad… or had an engineer squad spawned 100 plus meters away…

Oh and game balance… games where then gold ranked player ratio is 3 or 4 to 1.

And bloody people junping around woth glame throwers like spider man.

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You can try sugarcoating this matter much as you like but im about 9000% sure you definitely did not lose due to lack of fortnite castles.

No, its not.
Infact you can even attack as defender due to unlimited tickets making the defending by far easier than attacking.

Well its up to you to make that struggle, not some magical fortnite forcefield.

Dont have a single grenade pouch on my squads, except WP ofc that must be abused untill it gets fixed.

So your asking to remove grenades from attackers because “spam, I die, too easy to use”
And at same time your asking to get more AP mines to fortify your fortnite castles because they definitely arent as easy to use as grenades ?!

With what logic ? Why would I stop using flamer OR paratroop just because you have quadrubble million mines in your disposal ?

Im quite sure the best thing for you would be the new matchmake and stick to low BR equipment.

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-Problem slow games are boring for more casual audience. 10-12 minutes sure are fast paced, but sometimes people have only 10-12 minutes. I sugest devs think about android/ios version would be amazing.
-I think one of few problems no is fast paced game but that exp booster being limited for one game, and that game being bad game for xp. Maybe they need change for something player choice when active (if player wanted during match).
-about paratroopers. i think problem is too many advantages. rally behind lines is hard? try to put it behind enemy lines coming from front. We need to move several more meters, bypass enemy shooting, sometimes lose several troops. See? For me problem no is rally, but is paratroopers outperform others troopers in every aspect. That unit is joker in card game if used nice. For me they or should remove crater or let enemy use crater for balance.
-About spamming forum with same/similar topic really a bit…but well at least we are discussing. I sugest you folks limit offensive language about each other a bit.

  1. A game of only run-and-gun tactics, constantly running out of cover is called Call of Duty, you should try that out since it seems to be more your speed.
  2. “Attacking” as a defender means you are out of the objective when the enemy inevitably flanks. You might get more kills, but I highly doubt you will get more wins.

Simply spraying bullets at enemies that are running up with flamethrowers and spamming grenades generally is not enough to slow them down. Barbwire, Mines, sandbagged shooting positions that they actually have to use accuracy to hit you, THOSE slow down enemies.

… So you do have grenade pouches, that you spam.

No, actually I’m NOT asking to remove grenades from attackers.

Correct! You can’t throw mines at a distance. Meaning you have to go to that location to place them in the first place. On top of that, the blast radius is very small in comparison to pretty much ANY type of grenade. This means that you have to be smart about where you place them. Plus once they blow up, you have to get back to that spot to replace them.
On top of all of that, you can’t place them too close together or they will set each other off.
So yeah, they definitely are not as easy to use as grenades.

I’m not saying it will “stop people from using flamethrowers and paratroopers”.
I’m saying it will “help against those that spam flamethrowers and paratroopers”.
When their primary tactic is to keep spawning repeatedly an charging directly at the door, they aren’t going to be looking where they are walking as much.
Minefields would help to slow down reckless players that solely rely on spam classes and broken defensive mechanics.

While I do enjoy the lower level equipment, higher level shouldn’t be made out of reach just because of run-and-gun mechanics.

Then might I suggest adding “fast” gamemode selection at the main menu? Where it only throws you into gamemodes like conquest that are designed to be fast paced?
Those of us that do have some time to sit down and play for a longer period of time shouldn’t be screwed out of that just because another player only has 10 minutes before they head to work (or whatever the case may be).

Maybe the abiliy to select gamemodes like in WT?

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-about mine spam, please no. I played past a bit of total war:arena. One of few things i hated was overuse of traps by enemies . Caltrops was example of annoying trap and mines in this game are similar if not worst.
-I think one good solution was sugestion i saw in other topic about using enginner like third party scheduling sequence of orders like any strategy game (example radio operator we already can call bombers using other squad member). One of worst things is needing to give our back to enemy to do fortification and micro each order.
-Other problem is distance “X”. I would like devs increase it. Sometimes i want to fortify one position with my squad while runing with one man other side just to constantly cancel screwing me.

Thanks bob the builder, try out fortnite it actually revolvers around building.

Yeah, it does.

Try hitting them, usually stops them instantly.

Exactly, they slowdown enemy which is exactly what they currently do.
They aint supposed to be maginot line.

Yep, unfortunately nothing that aint abused wont be fixed.

No, you press 6 and set the mine where ever you want.
You dont have to deal with throwing arch or anything for that matter.
Press 6, set it easy as that.

So yeah, quite alot easier than grenades.

No you dont, they dont disappear when you die.

Okay, as said stick to low BR games in upcoming matchmake.

The fk am I reading ? I get it, you cant hit your enemies and you are mad but seriously you cant blame the game for it.

Even less it should be about minefields and few fortnite heros demanding castles.

Play custom games with your pals, build what ever fortnite castles you wish and establish minefields without people with mediocre aim skills disturbing your building mode.

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As I stated before, the blast radius is smaller than any grenade. Grenades you don’t actually have to be accurate with. Just land them in the general vicinity and they detonate regardless of how close the enemy is to it.

You’re right, they don’t. However, again as I said before, its not like you can stack them on top of one another to extend the duration of their effect.
Someone has to step directly on or next to them for them to detonate and kill. That means acting ahead of time and placing them before the enemy even gets to that point. If they are too far off to the side, even by a meter, they will sit there and not go off.

I hit my targets. A LOT. I’m usually number one or two on the board. However, that doesn’t matter when sheer numbers and firepower are rushing in. Even with high or perfect accuracy, you can only drop so many enemies before they are right on top of you. Reloading, weapon overheat, them killing you all decrease your ability to slow them down. When there is nothing to buy you time when those issues arise, that is when you lose.
Teammates? That should be the solution, but even when I am grouped up with a full 4 man team, we are the only competent ones on the team. So while I am covering one or two angles, my other teammates are trying to cover the other angles. No matter what we do, the game is not currently built for defenders to have a chance in a head to head battle. Even if both sides had infinite lives and the exact same number of players, defense would LOSE. This is because the mechanics of the game favor the attackers EVERY TIME.

Right, there you go then. Pick a nade bag and throw to general vicinity of attackers and theyr gone.
Good thing is as defender you know where theyr coming from.
Ez as that.

Its super hard to plant them on doorways / windows of cappoint.

I dont really know in what fantasy universe you are in disadvantage when
A) you know where the enemy is coming from
B) you know where they need to go
C) they have to cross the obstacles / open roads and what else to get to cap point all this while theyr being shot at

Im quite sure we all know why you & your buddies have hard time and its definitely not the games fault.

Care to explain how in above mentioned
A/B/C scenario the game is favoring the attacker ?

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Setting them in those locations only lasts for 1 time, before the player has to go back and set them there again. The thing is, that they actually have to be standing in that location in order to do so, rather than throwing it 20+m away, or even across the room.
The only real power they have is when there are a number of them lining the approach to that location. Otherwise, one or two troops dying in that location has now opened it up for the rest to come through.

In most objective areas there are anywhere from 6-10 entry points, not including objectives that are huge and completely open to the enemy on one or more sides. In addition, this gets even worse when Paratroopers are added to the mix, as then you DON’T know where the enemy is coming from. It could be the front, sides, back, or even down the stairs in a building that you cannot secure.

Again, the objective sizes in a lot of these situations is incredibly large. Often larger than it should be. From instances of “Monastery” on Moscow, where the attackers don’t even have to push through the wall to capture the objective, rather they just have to stack up on their side of it. All the way to many of the bunker locations in Normandy Campaign, where rather than having the objective area be WITHIN the bunker, you as attackers only have to cluster up around the outside of it or on top of it to capture. Let’s also forget that there are NO bunker objectives on Normandy that do NOT already have a gaping hole blasted into the side of it.
Now, there IS one on the Tunisia campaign, on the “Fortress” map, however, again, that objective area encompasses the entire area out front of the bunker and on top of it as well, meaning the attackers don’t actually have to enter and clear the objective. Rather, they just need to spam artillery fire on it and smoke (or some other form of cover) the ability to see out.

Again, in many of the situations, many of the objectives are much too large and actually encompass a fair amount of the area out in front of them, meaning the attackers don’t even have to come inside the building to begin capturing.
In addition to that, very few of the areas are completely void of cover. Even when they are, there is the options of smoke, trenching, bringing up tanks, artillery fire, etc to deal with it. Not just that, but perks to increase movement speed not just exist, but are prevalent. Meaning the exposure time in those areas is quite limited, UNLESS someone manages to build hazards of some kind to slow them down, and those hazards have yet to be destroyed by artillery fire (which usually deals with them pretty rapidly).

I just did. Please take the time to read it as I made sure to explain in detail.

Never thought its actually “skill” requiring task to some inviduals to press 6 and set AP mine.

Well they rather often make boom sound when they go off, it usually is quite good indication something is coming from said direction.

And you can rather easily cover 6-10 entry points aka 1 door and 4 windows from lets say across the road from another house.

Plane sounds often gives them away.

And as teams are 1:1 the defenders dont have to do much either except stick to cap point and prevent capture by numbers.
As well as nade / shoot them from above.

And all above mentioned weaponry is as well available for defenders.
While ofc sipping tea behind your AP mines.

Well cant really slow them down to walking speed just because few inviduals apparently dont have enough time to shoot them

Idk; I think the pace of the game does need to be slowed down.
it’s silly fast at times and it creates all sorts of issues for attackers and defenders, though quite honestly it depends on the map.

The thing is, its set in WW2 which had some of the most fortified battlefields ever. Yet, currently, most of the time you are lucky if you get to slap a couple pieces of barbwire and a sandbag down before the entire enemy team jumps down your throat with SMGs and flamethrowers.

Slowing down the game pace and giving a little time for fortification could bring back a lot of value to things like smoke, trenching, pushing up with tanks, etc. Things that no longer really have much purpose because players are simply allowed to sprint right up to the front with no penalties or competition.

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