Add/increase objective's *kill* zone

To my understanding zone kills count only when you / the enemy is inside the capture zone. On certain maps I wish to have a second different circle around the first one, where kills would count as zone defense kills still, but not changing the actual area where you can capture.

As capture zones are sometimes only small buildings, this makes battle for a building quite unrealistic, any enemy 2m near the zone rushing to it surely does not want to play solitaire but attacks the zone. Also in reality you would attempt hold the building next to it, rule the street etc. (Btw. is it necessary for the enemy/me to be inside the capture zone to count as zone kill?)

For example if the enemy rushes through the capture zone killing half my squad, then exits to return through a different door and I go after him killing him 1.5 meter outside the zone perimeter, that should count as zone defense, even though we’re outside the zone and not capturing it. It might be so, but then the game does not “communicate” this fact too clearly for me.

To help that, zone defense kill marker skulls could be of a different colour.

One example where immediate surroundings should count as zone defense is the street around Fortified district’s “C” church (I guess that’s the map name). It’s completely legit to protect the zone sniping anyone from above. It’s hard to do so and stay alive if they are rushing from the buildings nearby, in which case I would surely consider it zone protection. (But a very limited surrounding only, 10 meters or so max.)
In the “B” bunker it would be the opposite: the current zone would be the kill zone where it’s worth dealing deaths, but capture zone could be reduced to the inside of the bunker. (Just an idea, it’s not bad as it is now so not necessary.)

Also I think in Vysokovo assault mode (?) the building in front of “E” building is an important location as it overlooks the field, so I would add it to the kill zone because of its strategic importance for protecting “E”, yet not add it to the capture zone itself.

One addition: it might worth considering to display the capture zone’s enemy/friendly count indicator in a smaller icon when in the kill zone, so you can rush inside in emergency. Don’t know whether that’s too much help for defenders though, and the small marker already displays when the zone is contested just it’s not detailed that much.

5 Likes

They should increase defensive kill count zone a bit (for a +/-10 meters) but not for too much…and i don’t agree fully for one reason. There are too many recently matches when there is no one inside the capture point and then there is always that one enemy guy who rushes through all defences and start capturing. And somehow no one notices that guy although everyone was ‘defending’ perimeter of zone. Defensive team should be encouraged more to actually defend points not just play around them. For me it makes sense that someone who gets defensive kill in the zone should get more reward than snipers who are picking up enemies from distance although they’re also doing great job at reducing enemy numbers before they reach the zone.

2 Likes

Could be somewhat related to the artillery. I don’t enjoy staying inside while it’s constantly bombarded. Also I don’t understand why is it possible to mark capture zones as an artillery target at all. This is something you wish to keep or capture, and then you demolish it?

It’s related to the fact that it is usually boring and unrewarding to wait for the enemy on the objective. It’s much more fun just meeting them as close to their spawn and you get more kills that way as well (=xp). For example on D-Day. The windows of the first objective bunker are constantly being picked of by US snipers and you don’t wanna sit in there and looking at concrete walls. You go out, mount an MG or snipe from behind a hill or something. This goes for a lot of maps.

So true. Also it is mentally ill to sit and wait until someone enters with a knife, butchers your bots without resistance then finally you, who missed the single shot opportunity because your bot got in your way and absorbed the shot. While in a real life scenario you’d try to set up some ambush some distance from the building you wish to protect, unless that building is easy to protect, otherwise it gets blown up/burnt out in the name of “protection”.

1 Like

Of course everyone should play as they wish, no questions about that, but when enemies get unnoticed into the objective and our guys are too far to do anything about it it’s not good of the team. If i choose to play further from point as an engineer, sniper or mortarman a good practice is to always build rally point near the objective or plant some anti-infantry mines in the objective and then go for the kills (first things first, helping the team)

Yep, that’s why I’d introduce the kill zone, if both you and the enemy is in the kill zone, then that’s as good as being inside the cap zone regarding XP/kill. And the kill zone should not expand more than 10-15 seconds of running distance till cap zone (or something like that) so you can return if not too busy camping. :slight_smile: This could somewhat reduce the incentive to stay away from hot zones, by expanding it a bit.

Add to it periodic XP gains while you sit in the cap zone listening to artillery, and I’m satisfied. :slight_smile:

I would say it has more to do with how the points are designed.

On many of them, the only way to stay in the zone means being indoors with few or no windows so you can’t see anyone coming.
If you want to be proactive, you have to go find cover outdoors.