i havent played bf ever, so i guess i’ll hafta take ur word on it. at the least it could be tested
I’ve won games on defense aplenty, and I’ve lost while attacking aplenty. I think you’re being a bit dramatic about how hard it is to defend as a decent player.
It is easier to atack.
If you atack you need only one good player to get to the point. Even if he dies, progres is “saved” and he can finish capping in the next rush.
If you atack, you need a good team. If a good player dies and everybody else is camping, the point is lost or almost capped and will be lost in the next enemy rush.
To atack you need one guy on the point for a while.
To deffend you need multiple guys (so if one of them dies, you can still block capturing) on the point all the time.
That’s literally true of both teams. One soldier can successfully attack and get progress capping a point only if there’s literally nobody else on it. As a defender, put one single body on that point at the same time and voila, no capping for the lone attacker. A dedicated player on either attack or defense can absolutely make a game if the other team is catatonic.
Both attacking and defending are easy with good teams and hard with bad ones. This is part of every video game featuring capture mechanics. Enlisted is no different. The mechanics work just fine, if you find yourself losing objectives too quickly then your team is being outplayed and you just need to deal with it, or you need to L2P yourself.
With enough bots on the enemy team anything is possible. However, I am indeed being dramatic. It just bugs me how broken the current design is.
It does work sometimes, but the moment players do something developers did not expect (and they did not expect a lot of things) it all falls apart. It needs to work all the time and not just when stars align. They need to stop thinking that players will always behave like bots.
If they are alive.
Atacking player dies after caping 50% - respawn and repeat, sooner or later you will manage.
Deffending player dies - loose 50% of the point, don’t you dare to die or we lose.
That’s why defenders have unlimited tickets and, you know, don’t have to attack. They have the benefit of camping in corners, setting up defenses, etc. Plus, progress does degrade (in Tunisia at least) and that’s a welcome improvement.
Bottom line, defenders need to stay on the objective and, you know, defend it. I’d they can’t handle that then they deserve to lose the objective. That’s literally how attack and defense works. Football players don’t complain when a center gets a surprise drive and all the defenders are still on the wrong side of the field. They were merely outplayed and are paying for their lack of good defense.
The devs also can’t develop a system assuming that every player is a cabbage either. It’s completely fair to expect their players to become competent or lose. If you’re truly never finding yourself on a team with decent defenders, then make some friends and squad up with them. Even one teammate that you’re constantly communicating with can make the difference between winning and losing.
I kind of agree but kind of disagree. Anyway I don’t have anything to propose as a solution so I’ll stop complaining.
You could do well to stop assuming you’re talking to cabbages as well. I can improve and adapt to the game. That won’t make game design any less cheesable and thus awful.
In general yes, the experience is pretty decent, I win and lose attacks and defences relatively equally.
It’s just that when speedcapping happens (be in discord comms or just lucky sneak) you literally spend the whole game running back/to the onbective and never having the time to contest it , the game ends in 3 minutes while you watch your objective turn red time after time and can’t do anything about it - that’s not fun and just this simple issue should be fixed by introducing a short retreat window.
You assume incorrectly: I didn’t assume I was talking to cabbages, but people who have been saddled with them. You are welcome to make suggestions to improve the game of course, I just disagree that this is a problem that needs fixing. It’s a player thing, not a mechanics thing.
except that stops working when the defending team dosent get access to where they are supposed to defend until the same time the attackers do
except in football you don’t get killed because of going anywhere outside of 5 yards from the line of scrimmage
i get your point, but it would be better if there was a way for defenders to at least have access to the next point before the attackers do (thus giving some impression of a second line of defense)
There are starts that can be pulled by skilled players if in a team. As soon as the first obj is captured the other dude is waiting by the gray zone and rushes to cap it too