Defenders' frontlines

Once a point has been captured, defenders should have much less time to retreat and move to the next battle area. It’s annoying as hell to spawn on the new point and find an enemy squad waiting to slaughter you and your teammates. Either give 30 secs to retreat or let the attacking team know where these players are (let’s not mention if it’s a scummy way of playing, if it’s morally correct or if it’s useless for the defending team). In BF 1 enemy players that decide to stay behind the line are marked, and killing them grants extra spawn points (and xp). I’m not saying that they should copy this system, but WE NEED to either let them stay behind enemy lines for 15-20-30 secs or mark them.

EDIT: If marking enemies staying behind enemy lines is too unbalanced for some babies, another option is to give 25-50-100 spawn points to the attacking team for each kill, depending on the type of troop we’ve killed, or if it’s a vehicle.

Waiting some feedback, Rudolf.
P.S: Happy New Year guys, hope you can start this one with joy, peace and new hope!

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Yeah it is indeed annoying. Hope they do smth

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yea happen too many time to me when i spawn with my engineer and they got wipe out leaving only non engineer guy quite annoying

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If we have a rifleman squad it’s annoying, but if we have specialists those morons then to kill them all, and then it’s easier to commit suicide than to play with 1 guy.

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That’s a problem of the run and gun game, not something that needs fixing.

If you’ve just captured a point then be aware that the area has not been swept clean yet.

Infact many defenders chose to remain in situ rather than rushing back to their new fall back position for this very reason.

That’s why you keep using your own team spawn points close to the new spawn ins and clear them before you rush off.

Equally this also gives the defenders some time in their new position to prepare their defences.

Atm none of your soldiers are affected by the laws of physics. They may have some of their movement altered slightly because of your load out, but the ground conditions or elevation does not affect you, so I’m hoping they fix this so that your soldiers not only run based on what they carry, but they also slow down to a crawl when moving up hills or through mud. There is already a bit of a slow down when moving through hedges and brush so the devs are on the right track.

Once these things are in place then we can debate the timers on spawn points etc…

It is so annoying. I hate losing important squad members like radioman or engineer for these guys. Sometimes the bot squads stay at the old zone too instead of retreating

Battlefield 5 does this very well. They will give the defenders some time to urgently consolidate some fortifications and allow the defenders in the fallen area to escape. They also mark their positions for the attackers to eliminate these fleeing soldiers.
This works both ways. Players in the occupied area can buy time for the players on the defensive side, while the attacking side must drive them all out of their own occupied area before they can enter the next stage of advancement.

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???
I was about to like this post. Why would you want to give the defenders LESS time to prepare? Right now there are no “frontlines” after a point has been captured, it’s a free-for-all.

MORE time

Indeed, this is what I aim to do, either keep the same time but mark them somehow or block the line for attackers and give time to defenders so prepare.

I think you haven’t read the post very well or you haven’t understood what I meant. I want the attackers to feel and be safe when they spawn in the new area of the map, and this can be achieved by forcing the remaining defenders to retreat or be marked so attackers can know where these rats are hiding.
But you gave me another idea, which is: block the frontline for the attackers in order to give more time to the defenders to prepare and build anything that’s needed, because sometimes I’m building a rally point, ammo, and setting some barbed wire up and 2 seconds later the attackers are already assaulting and with matches like this we’re 10 minutes in-game. This can create more opportunities to defend and attack and make games a bit more slowed paced.

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Defending Teams that are thrown into a map – that is Basically an ambush in less than 5 seconds ----- is too chaotic and detracts from authenticity.

Either players should be allowed to study — maps that they have to defend; And they can purchase or earn various defensive tools or Aspects. such as; minefields?? Anti Tank ditches??, concrete Obstacles/ blocks. { In this regard; why can’t carts , wagons, empty ammo boxes; be moved to create defense barriers.

The pre- study option would be best as players would – check that they have completed; such a map ; perhaps added small defensive aspects & then when played – they will know what works.

The alternative would be to give a Preparatory 5-7 minute; advanced lead to defenders to set up before – battle play begins. --Which might turn-off the quick game crowd.