- Yes
- No
Why defenders need setup time in invasion modes
In invasion-style modes, the entire design premise is asymmetrical gameplay: attackers push forward while defenders hold prepared positions. However, when defenders are given no opportunity to actually prepare, the mode stops being asymmetrical by design and instead becomes a one-sided steamroll.
- Defensive play requires preparation by definition
Defense revolves around:
• building fortifications
• placing barbed wire
• mines
• sandbags
• setting rally points
• positioning machine guns
• coordinating firing lines
Without time to do those things, defenders are not “defending” they are simply arriving late to be overrun. Attackers, meanwhile, already have: momentum, spawn advantage from rally points placed ahead of time, and the initiative to choose engagement timing. So when defenders spawn directly into the next objective at the same time or later than attackers, they are effectively forced into attack from a defensive role, which breaks the intended balance of the mode.
- Higher-level matches make this imbalance worse
At higher levels:
• weapons are deadlier
• explosives are more common
• vehicles and CAS are more oppressive
• fortifications matter far more
But these are also exactly the matches where:
• retaking points is impossible or intentionally disallowed
• defenders arrive under fire before they can even place one sandbag
So not only are defenders steamrolled they’re punished more severely for it. When points cannot be recaptured, losing one due to lack of prep time isn’t a “minor setback,” it’s a cascade failure that:
• collapses the match early
• destroys team morale
• removes incentive to stay
At that point, quitting isn’t toxicity it’s a rational response to a system that denies the player agency.
- The guerrilla squad problem magnifies everything
The guerrilla squad (or forward-infiltration units) exposes the biggest structural weakness of the mode because they can:
• slip past defenders
• back-cap the next objective (biggest issue)
• arrive before defenders are physically able to spawn and move
This leads to absurd situations where:
• attackers are already capping the next point
• defenders are still running from the previous spawn
• fortifications literally cannot exist because there was never a window to build them
This is not “high skill play,” it is mechanical exploitation of map timing and it produces:
• frustration
• a sense of helplessness
• players leaving matches en masse
Which hurts the health of the game more than any balance tweak.
- Why setup time fixes all of the above
Adding a brief preparation window for defenders between points would:
allow meaningful fortification building
reward engineers for existing
prevent instant back-cap abuse
align gameplay with invasion’s intended theme
reduce rage-quit incentives
increase match length without arbitrary HP inflation or ticket bloat
This could be done with:
• a 20–40 second “defender preparation” phase
• temporary spawn lock for attackers between points
• delayed activation of next objective zone
• automatic fallback teleport for trapped defenders
• suppression of guerrilla squad spawn behind new line
None of these change the attacker’s goal, they just ensure both sides are actually playing their roles.
- Why the current system feels “masochistic”
When players describe the mode as “basically an incentive to leave unless you’re a masochist” they are reacting to three psychological factors:
• lack of control
• lack of counterplay
• lack of perceived fairness
Being overrun after a long fight can be fun, being deleted before you arrive is not. The game mode is at its best when defenders:
• build real fortifications
• coordinate around chokepoints
• make attackers earn every meter
Not when victory depends on who sprints to the circle first.