There are some occasions when defenders are slow at responding and attackers if organised can start capping next point before defenders have even spawned.
Lease put a timer on the next point, so defenders get a chance!
Feel free to discuss below, be nice to each other please
It wouldnât achieve nothing, coordinated attacker are going hold the point anyway and cap it once the timer run out, isnât the mode the problem, is the disparity in players quality in both side and there is no solution for this
Itâs a pretty good idea, but I think the problem lies more in that the defenders just donât want to fall back immediately, and try to pot shots instead, leaving the flanks and the rear undefended.
I mean a timer like in Conquest might not be all bad, though its pros and cons, because as it is, if you take more than 300 tickets at a single point, unless you rush the next point, your almost certain to lose as attacker, the comeback potential is limited as opposed to the Defenders who can make a comeback at any point of the game.
Maybe a retreat bonus that a lot of other games do for defenders could help with this.
That or maybe a ticket count of say 1500 for the defenders, to stop defenders just abusing their infinite lives, which Iâm surprised more people dont do, thank god people care about their K/D I guess?
idk, Iâve held points for long enough to run out of ammo because the defenders just come back onto the point piecemeal, I think allowing the defenders to regroup for a counter attack isnt all bad, say a 30 second delay on the point, which should be enough.
Isnât gonna work against players stack, or fully veterans team they always are gonna take the point sooner than you, delay or not, waiting 30s before see the point fall, isnât game change, do you want a solution? Im a huge backer of add a rule in the matchmaking for make player stack play against other players stack and leaving alone random players and so reducing the number of battle lost because of snowballing matches
Yeah that would be quite nice as well, since often I wait the 10 seconds to spawn all for it to time out and instead of spawning on the point, I spawn back 200meters and by the time I run up again the point gets capped.
Well lets hope the WIP isnt just soon TM and actually WIP, I cant imagine such a system would be too hard, maybe give players a warning that if you are queuing as a large group, it may take a bit longer to find a match
I donât agree.
There are some matches where the objective is lost and the next one is being capped/contested within 10s. Tryhards are prepared and no matter what you do, you wonât outrun them if you tried to defend the previous objective.
So the only real counter is to abandon the objective earlier and defend the next one that will open in a few seconds. Problem is, Iâm not a tryhard so I donât remember every point on every map.
I disagree and you identified the fundamental problem here:
The team shouldnât be slow to respond. The game design shouldnât favour or coddle teams that donât care about their objectives. Cap is lost and team doesnât fall back? Sorry but you deserve to lose the next cap too.
In general itâs already pretty difficult to recover in bad attack games where you bleed a lot of tickets on points 1 or 2 - in such cases a fast back to back cap is pretty much the only alternative.
By then effectively boosting every defending team to reward the lazy teams, youâll make turnarounds even more difficult to pull off than they already are especially if the defenders are even semi motivated.
I think keeping matches competitive and interesting for a longer time is more important.
The point could be temporarily locked like in confrontation mode to give the defenders some time.
âWe have lost the objectiveâ followed immediately by âthe enemy is capturing the objectiveâ is just broken game design and shouldnât happen as often as it does.
The problem of fall back is you are easily attacked by the advancing enemy. Not to mention the bot are slow and will return fire when fired upon. Very often the squad is down to 1-2 men when you reach the new cap. It is insufficient to defend the cap with such low number of soldier.
Ive had games where the enemy captures the first point and the exact second (no kidding) that the first point is registered as captured and the new point appears, the enemy is already capping it.
By the time all the defenders run back (most of which get killed from shot in the back), the new point is already halfway/three quarters captured. Its plain wrong.
We also have all these engineer buildables but never any time to use them.
Defenders should have time to set up some form of defences and regroup after the previous point is taken. How well they use that time is up to them.
At the moment Ive spawned as a defender, immediately run up stairs in the building we are defending, straight away built a HMG except by the time I can actually use it the enemy is already overrunning us.
Im open to debate how much time defenders should be given as a grace period. I think 30 seconds is too short for you to run back away from the point to build rallypoints, plus build an ammo box, plus sandbags/czech hedgehog or MG nest/HMG. Or AT gun/AA gun.
Rallies and MGs alone as we know takes ages to build.
I would also note that engineer squads are useless.
Whenever I press âXâ for them to assist building I dont know what they do, I think they wander off, boil the billy, have a cuppa, read the paper, visit the outhouse, read the paper some more, then dawdle up to my point, scratch their head trying to remember where they last put their hammer then finally as Im like 95% done theyll wave their Bob the Builder hammer and it completes.
Then youve got all the times I press X and the fools take that as âstay and defendâ rather than give me a hand building even though Im pressing X directly on the object being built.
if anyrhing the easiest solution would be to secure current objective before rushing on to another one, meaning to kill all the defenders left on the point.
Exactly âŚAverage enlisted playerbase lacks gaming sense (or intelligence) to the point its frustrating. Its crazy that collectively almost entire team would not fall back to the point and allow enemies to flank and capture.
Iâd understand if it happens once or twice, but every time âŚgets me wonder about the average enlisted playerbase intelligence