Reduce the timer from 20 to 15 minutes for invasion / destruction / assault

There are some matches where the enemy team is not willing to attack the point, keeping the defenders hostage for 20 minutes, which is the current timer. ( The timer resets if the attackers capture a point)

In these types of matches, they will just hide 150m deep inside their grayzone, making the match feel extremely boring.

This is only a problem on Invasion, destruction and assault. Because conquest and confrontation both teams have a chance to end the game.

I suggest reducing that timer from 20 minutes to 15 minutes.

Why:

  • Boring games will end quicker.
  • It does not impact most games, since just a single objective captured will reset the timer.
  • It will make people who associate defending with a boring game more willing to stay and play it out.

On top of this suggestion, If the defenders manage to win the game by not losing any objectives, they should be awarded with a 30% boost for the total victory. Credit to @Slakrrrrrr for this reward ideea.

  • Yes and I want the XP boost for the defenders
  • Yes but I don’t want the XP boost for the defenders
  • No
0 voters
1 Like

Wait a minute the passive xp boost suggestion by how u managed to the job is very interesting ima take this post and make a more expanded idea

Btw i agree with the suggestion it only needs to be more detailed but ill do this job rn

2 Likes

Can we just remove the timer all together for two person custom matches. It seems kind of pointless if only one real person is playing.

2 Likes

Mixed feeling about this. Not losing any objective usually means that is a roflstomp. Which is usually cause by matchmaker putting a team of noobs against some pro. So, most of the time you hold all the point because you are on easy mode not because you have a good fight. Moreover, you already have the advantage of farming the enemy so I don’t think we should further reward this.

It is true that the attackers not being able to capture a single point is the result of team imbalance.

However, the reward ideea Is there to incentivize people to stay in defense games.

Speaking from my experience, if I play one defense game that ends by the timer, I am already reluctant to play another 20 minutes game where the attackers seem unaware that they should be attacking the point.

That extra 30% is a little something for not giving up on the game just because it is defense, and you also did your best to keep the objective safe.

But if you agree with the timer suggestion and not the reward , you have the option to vote yes , but without the reward

You literally have the win bonus as the incentive.
Also most of the time the ones that leave in this situation are not the defender, but the frustrated attacker that cannot capture the point. So it is weird to incentivize the ones that are less likely to leave instead of the ones that are most likely to leave.

I see things differently. The attackers are active, while the defenders are passive.
Attackers get to decide where to attack from, and how to attack in the first place. Defenders get to respond to what the attackers are doing.

Having the element of surprise as the attacker, makes capturing a point ( at least 1 out of 5 ) highly likely. This can be done by building a flank rally, and waiting for your teammates to inevitably spawn on it. Even a small number of players can capture a point with ease in such conditions.

The games that end without any objective being captured, are always the ones where the attackers don’t even make an effort to attack the point, let alone build rallies to create different attack paths.

The game is almost never boring as an attacker, because you have a ridiculous number of options on how to attack the point. Meanwhile, defenders are just sitting there, bordered by the grayzone. Sitting and waiting for the attackers to make their move.

If someone leaves as an attacker, I don’t know what can be done to change that. They already have all the tools to make the game fun for them.

There’s another problem, too. Sometimes both teams are really static. It’s happened to me in more than one match that the enemy, as well as my own teammates, don’t seem to understand the objective or simply don’t play it and just go for kills. How is capturing a sector so difficult when you literally stop the enemy far from their objective to defend? And the Conquest mode never really made sense since how are you supposed to capture up to 5 sectors when the matches are 10v10? In general, it would be easier to leave these matches, but because of the penalty, you can’t. Today I played several matches with Japan, and literally all of them were in the China campaign, with literally the same mission about 5 times in a row in the same combat sector.