Speed of capping the point

The fact that one person can cause a collapse of the whole defence line bothers me, a lot.
My idea is for the point capture speed to be an exponential function which depends on the number of people at the point.
image example of an exponential function
So if the enemy has 1 guy more on the objective, capture will progress but very slowly. But if there are for example 10 more enemies than allies, they will cap the point in a few seconds.

Thanks to this, one lonely guy will no longer cause los of a point. At the same time, gathering big force on the objective will be rewarded as it will not give deffenders enough time to retake the objective.

The obvious disadvantage of this idea is that it requires quite a bit of teamplay. And as we all know teamplay is rather scarce.

12 Likes

Talking about the assholes that bypass the first caps to go directly near the second one to scum cap it?

Yes I agree it should be very very slow. And even add a protection timer to prevent those rush.

4 Likes

I feel this is in play already, and it still sucks. Since after the capture the attacking team runs to next site while the defenders are still fighting up front. By the time they respawn, the cap zone was already half way red. Pretty lame

1 Like

It would be nice if they add a period after capturing a point where spawns are not moved, the zone does not shrink and the next point is uncappable. Letting defenders set up at the new location.

Of course longer cap times would also be appreciated, balanced by more tickets for attackers.

Already implemented, from what I noticed.

I can be alone in a cap in invasion and it takes forever than when I have the team/my squad with me.