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Noobgamer

Solve the stalement in competitive gameplay.

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Problem: In competitive clan matches, if a large map was choosen, then often when one side managed to secure more zones in the early stage of the game, they simply dug in and refuse to go on the offense cause they can. This, in inturn, forced their opponents to not go on the defense as well and only send out harrassment attacks in an attempt to close the ticket gap, as any major assult against a whole 40-man team in well-established defensive positions would be suicidal. As such, the remaining game became trash time.

 

Solution 1: HABs and rally points near a defensive zone would have their spawn delays doubled, and the opposite for those near an offensive zone, so that the attackers would eventually outnumber the defenders. In this case, it would mathematically sound for both sides to keep attacking regardless of who had more tickets or zones.

 

Solution 2: If I remember correctly, in PS no rally truck could be deployed inside a zone, which means the attackers would have a better chance stopping the respawned defenders from getting back into the zone.

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That would lead into constant stomps in competitive matches. Cause teams only defend cause they dont think that they are able to stomp the enemy team, so they secure their lead by defending. If defending is always an disadvantage, the better team will simply always play full aggressive and stomp.

 

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This is why i'd like to see HABs pushed away from the objectives in general.. Just increase the no-spawn radius a bit, like 50-100m depending on how many enemies, and then you can actually have a good fight over the objective. The defenders could still dig defences and stuff, but would have to spawn a bit further away, which solves another issue, the meatgrinder... It'd be a lot less common to see a mindless meatgrinder, and a lot more possibilities for proper flanks.

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On 10/15/2019 at 4:23 PM, Rangarson said:

That would lead into constant stomps in competitive matches. Cause teams only defend cause they dont think that they are able to stomp the enemy team, so they secure their lead by defending. If defending is always an disadvantage, the better team will simply always play full aggressive and stomp.

 

Well the stronger team would win anyway barring any car-flipping/heli-crashing accidents at the beginning of the round, at least we would be speared the suffering of the remaining 60min.

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On 10/15/2019 at 1:03 PM, Guan_Yu007 said:

This is why i'd like to see HABs pushed away from the objectives in general.. Just increase the no-spawn radius a bit, like 50-100m depending on how many enemies, and then you can actually have a good fight over the objective. The defenders could still dig defences and stuff, but would have to spawn a bit further away, which solves another issue, the meatgrinder... It'd be a lot less common to see a mindless meatgrinder, and a lot more possibilities for proper flanks.

It's a Catch-22. Put the Fob/Hab directly on the flag and eventually you get either A. surrounded and cut off from resupply or B. the Fob/Have gets proximitied and then you lose it from attrition. On the other hand you put the Fob/Hab far enough from the flag then you have to fight your way back to the flag and also everyone is now trying to protect the Fob/Hab instead of pushing to the flag.

 

All this redundant silliness could be fixed by removing all forms of flag bleed, completely deleting the proximity Fob/Hab disable and accordingly decrease the damage threshold on the player and/or increase weapon lethality. Then the fight over the flag is more about who is actually the better shooters and destroyers like it should be.

 

Too many steps have been to "baby proof" what is supposed to be a realistic military murder simulation game.

 

 

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