Confrontation:
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Leave the objective locked for a longer period of time. Currently one team is given a large headstart on capture simply due to the distance the other team has to travel. In addition, trying to put up rally points while advancing usually leads to not enough soldiers getting to objective to contest it.
Also don’t forget that each time an objective is captured it gives more tickets back to that team. If this happens too frequently, the number of losses might be far less, resulting in a never ending back and forth like we see quite often now. -
Show team where the next objective should they get pushed back would be. This gives engineers a chance to set up in advance should it be necessary.
Assault:
- Each time an objective is captured by attackers, it gives 1/4 permanent capture on that objective. So if defenders take it back, there is less time needed to capture each additional time.
This makes it feasible for attackers in the event there are only a few coordinated players that are consistently attacking and taking objectives.
Meanwhile, it encourages defenders to put more focus on DEFENDING the objectives, rather than pushing out and going on the offensive.
Invasion:
- Show defenders the location of ALL objectives on the map, and the areas on the ground when near them, even if they aren’t the ACTIVE objective. This allows defenders to make more informed decisions when trying to put up DEFENSES and rally points.
Many players are complaining that defenders are always on the offense because they don’t have tickets to worry about. The thing is, that they usually don’t have ability to sink time into defenses because they don’t know where its going to go (and if it goes to the other location, all their effort will have been wasted). So the only solution for most is to go on the offensive rather than focusing on defense.
- In addition, I would like to see a smoke barrier and rolling greyzone added before each objective. This means that instead of the current system, where defenders are forced to retreat while running from attackers and an eventual greyzone, its implemented as follows:
Lines of smoke are dropped in by artillery to help obscure vision from both sides
Greyzone creaps back slowly, making defenders that are deep in enemy territory forced to retreat sooner, and defenders that are closer to the rear get more time.
The greyzone creap effects attackers too, not allowing players to instantly sprint for the next objective, often arriving before even the defenders can. In addition, it gives the attackers more ability to regroup and attack as a unified force, rather than one by one, creating more teamwork than what would happen on its own with the current system.
*Please keep the discussion on these suggestions, if you have other suggestions, add them to their own thread. Keep it on topic!