#CTF [Capture The Flag] - Feedback/Suggestion

1 messages · Page 1 of 1 (latest)

tepid hazel
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Share your feedback and suggestions about Capture The Flag gamemode;

Only propper feedback / critic . Short words/answers or off-topic will be deleted/locked out

stray saffron
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Make it more clear on where the flag should be brought after taking it. Tons of people today didnt know if they were supposed to bring it back to main spawn, or to the location where the ally flag spawns. Resulted in people yelling at every flag carrier "Go there" "No go there" "No youre wrong bring it there" while most people actually didnt know for sure what was right.

heavy breach
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Its very fun, only complaint is that the time to reset the flag is a bit long

small nova
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Decrease the mode votes, it's impossible to test with everyone just choosing conquest

heavy breach
limpid abyss
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Would being able to build be too unbalanced? I find the flag areas got leveled pretty quick, making the level feel super open/empty later on in the rounds

lean sphinx
small nova
limpid abyss
crude socket
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ooga booga

some suggestions
-----
- make friendly spawning on flag carrier not possible

- make flag carrier's position not be revealed until 10-15 seconds after they stole the flag [from base]

- make on-screen directions clearer ("ally/enemy flag has been stolen!" | "return friendly flag!" | "take enemy flag to our base")

(maybe more soontm)
lean sphinx
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@limpid abyss Yeah I getcha, but tbh I'm not super sure. on the one hand, being able to raise defenses for the flag would be useful if, as you said, the flag area is destroyed. On the other hand, too many barricades may make it feel like more than a hassle to try and grab a flag/return a flag.

lean sphinx
# crude socket ooga booga ```asciidoc some suggestions ----- - make friendly spawning on flag ...
  1. Sounds good, prevents a clown car of silliness when it comes to trying to retake a flag.
  2. Sounds good as well, good on specifying from base as opposed to in general after a flag pickup.
  3. Yes please, but there might need to be a cooldown on how often the return friendly flag appears on screen, especially if the flag is contested for a long time. Maybe a flag icon to flash somewhere on the screen where it wouldn't be too annoying for visual clarity
limpid abyss
lean sphinx
queen rover
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1 vote for reducing the amount of time it takes to return

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Loved this game mode

serene pilot
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add helicopters E_

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also since the tunnels on frugis are blocked in CTF, how about another version of frugis CTF that is played in the tunnels only?

slender matrix
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Apply 10-15% speed debuff to flag carrier

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Currently if someone with light armor and a kriss grabs it, they roadrunner it back to base without any possibility of catching them

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especially in dense city maps were LOS is easily broken

fallow plaza
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If the flag falls in deep water it becomes unrecoverable and no one can score any points anymore

shut horizon
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The xp reward for returning a flag is only 100. I think 1000 would be more appropriate to encourage people to return their flag.

past portal
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Very very minor but as a native english speaker this sounds very awkward saying take twice

elder moon
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i want Nedgi in this feedback chat ❤️

viral willow
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Please don’t return the flag to the enemies if someone takes it into the uncap. Between n00bs and griefers this is a terrible design. You could easily just not allow the flag in the uncap. Have it auto drop if they run in or just don’t allow them to run in with it like it’s an invisible wall. The latter is already in the game.

It’s especially bad if some noob gets the flag after the whole team has fought to get it across the map and they run it back to what they think is “your base” which is what the game tells them to return to and that’s what they think.

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I was trying to yell over voice earlier twice and they just ran it in. With 120+ random teammates it’s not a good design to rely on them and there’s nothing else in the game like this

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I really miss being able to build. Not sure how I would design that though. In general I feel like I always have a ton of points I don’t spend but maybe you could just put tighter limits on the amount of structures you can build. That way the flag area doesn’t turn into an armored fortress. But even then it’s a double edged sword because it makes it harder to capture an enemy flag and you can always just c4 your way through.

Definitely will love this game type more than others if these issues are resolved. It’s a good start

quaint night
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CTF is lame

heavy breach
cerulean lantern
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had a good game on frugis and a meh one on isle. seems really map specific + I think it might play better on smaller servers

lament skiff
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I havent tried other maps yet but CTF on Isles drags on for too long, it's too large of a map to navigate from one base to the other without getting caught out by the other team. In one hour of gameplay only one flag was capped. I believe CTF should focus on smaller maps and servers. 127 v 127 is extremely hard to balance the gamemode around imo hence the suggestion

cerulean lantern
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I do like how action packed it is. With the entire server congregating (mostly) around one area you can get so many kills

serene pilot
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i love it because of the way u can play sneaky when ur coming to the flag or run like your life depends on it when u have the flag, and its cool how u can use vehicles to escape

split dragon
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I hate how small the raidus to reclaim a flag is, and I really think it shouldn't be so easy for some rando to just whisk the flag away from people trying to reclaim it. It's incredibly frustrating. Maybe speed up how fast reclaiming a flag is. I think for larger maps, maybe multiple flags and locations might be best?

wise terrace
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Add a forward spawn in the safe zone after 5 minutes. No rallies means sometimes you have to spawn at base, no problem but should move it up to the border.
People already leave vehicles to do the same thing but it's not efficient because someone always moves it. Or just add rally points. It would make attacking significantly more active.

limber terrace
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Flags cant get picked up in water

frozen sand
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First thoughts on CTF. 127v127 turns into TDM midway through the game. Vehicles carrying flags is great, until dude dies with the flag in 110 people so good luck grabbing that (as it should be.) The timer to reset flags gives you a chance to recover, nice but maybe make it speed up with more people on it. Wiping out 9 people with one grenade was awesome but didn't seem correct. Flanks are holdable but it has the same issue as frontline, whichever team zerg rushes first is going to have a better time. The lack of squad points being gatherable makes it lackluster, maybe gives flags radiuses that people can get bonuses in since the radius already exists for recapping the flag. This would also enable building around the flag in order to retake it (support insta build mechanic makes the role more playable).

limber terrace
outer walrus
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One of these maps has an upper area which is extremely confusing to navigate while also allowing both teams to get in and out of a closed off area extremely quickly with minimal resistance

wooden fractal
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Put a match timer on CTF. Just played a game that took over an hour to complete

versed bolt
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Add the option for the person with the flag to be able to talk to all friendlies, I am finding myself often having the flag, flanking around the main battles with just a small group of people to protect me, and then when I'm 90% to my base there's literally no one there to cover me at the end and all my other friendlies are fighting over the enemy flag spawn, which doesn't have a flag because I got it to our spawn. So I basically gotta run the gauntlet solo and hope that I make it (I can't wait for backup cause enemy team is chasing after me)

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If I am able to talk to all friendlies, I can direct them to where I need them to go to cover the route I will be taking, instead of having them fight a pointless battle

fast pelican
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Any chance the C4 proximity on CTF can be changed so its only applied to the initial flag zone, not being able to c4 walls open while running the flag on Frugis feels pretty lame. Not being able to C4 massive zergs creates weird player distribution on the map.

Also would be cool if flags weren't inside of buildings but outside so you could grab the flag inside of vehicles. Old school battlefield used to do that and it led to really cool interactions and let people show off both their driving and rpg skills.

Obviously just first day and brand new mode but feel like those two things would alleviate the huge clumping that is happening right now.

Allowing squad leaders to mark either flag for an attack or Defend and following the order for bonus xp would be nice too. Right now the xp per minute is super lackluster unless you are giga kill farming, maybe make a 15-25 meter circle around current flag location and any kills in there give some bonus xp. Along with this flag runner should get xp for either time held or distance travelled with flag kind of like how transportation bonus works, just some xp reward for playing obj effectively would be really nice. Love the game mode and the bones of it are solid

late crown
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This needs to be a 32s or 64s mode. It's atrocious on 127s

agile smelt
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Here's a proper suggestion: Give the flag-carrier a 10 second warning/grace-period to get out of the friendly safe zone, before the flag goes back to the enemy base.

It'll accomplish the original goal: to prevent players from abusing safe zones while holding the flag.

agile smelt
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I also agree with the previous suggestions: a flag carrier should be given a 10 second period of "invisibility" on the map/HUD before he is first pinged on the map/HUD.

It would be nice for a flag carrier to be given an ever-so-slight headstart.

bitter brook
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on Tensa, CTF on 127v127 just kind of feels like you have two fistfulls of army men and you smash them together into little microplastic bits

I'm not sure if it's the map design or the long resets if your squad gets wiped and you have to start all the way back at the far away spawn, or the kind of complicated map-- it feels like it's just a little too brutally punishing and the game lasts far too long, so I wasn't having as fun of a time on it as any of the other game modes

That said, it might also just be one of those things that will become more fun the more we play it and find more strategies that work and flanking routes? I'm hoping to try it out again to get more thoughts on it

Something that might be interesting would be capture points you can spawn on to get you better access to the flag location or flanking routes so that you don't have to reset to base if you push and wipe. It might make for some interesting gameplay as well-- decide if you want to try to push up for the objective and split the team into a bunch of different groups to hold flank routes, or just zerg rush to the flag

slender matrix
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Still pushing for a speed debuff for the flag carrier, it feels extremely frustrating that once the carrier has managed to run past the last line of your guys, there's absolutely nothing you can do. On Frugis this can be the matter of one building outside the flag radius.

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CtF should be a push/pull, with escorts around the flag carrier fighting off people trying to get it back rather than some MP5-wielding zerg moving at Mac 5. Currently the only counter-play is to do exactly the same which is kind of stagnant and also a bit boring.

Flag carriers not being able to use anything other than a sidearm (because they're holding the flag) would also be fun, again comes down to escorts and teamwork

serene pilot
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ctf is one of the most popular game modes ever and like not a single game imposes a speed debuff on the flag carrier
remember that once the guy grabs your flag, you're all aware of his location and he still has to escape the base and run through roughly 50% of the map controlled by your side
sounds like a skill issue if these factors aint enough to stop him xd

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i think the only appropriate debuff for the flag carrier would be to prevent squad mates from spawning on him

jovial wave
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CTF doesnt work on Frugis, the map is too narrow and 4/5 times you get immediately beamed out of existence by people waiting 50m in front of you behind a wall.
Also, there should be a 15-minute time limit that ends the round in case no one has reached the goal yet. I also suggest lowering the objective from capturing 6 flags down to 3.

lean plank
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Rework Points 500 for a Captured Flag and 100 for a returned flag is nothing and not worth the time at all i rather spawn camp and make some kills then waste my time for no points playing objective

lean plank
floral trout
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The limitation on placed explosives around your own flag is asinine, meanwhile enemies can place and camp the flag building with ease. As far as the move speed of the flag carrier, the loadout worn really does fix this issue, as a 00-Armor Engineer outpaced everyone on the run back. The majority of games are just clusters of armys trying to get the single man flanking with the flags with what feels inconsistent flag returns/captures.

slender matrix
# serene pilot ctf is one of the most popular game modes ever and like not a single game impose...

Thanks for the adhom, a whole lot of CTF games impose a speed or other debuff and having 50% map control is anecdotal.

I've been in multiple CtF games where it's impossible to catch the flag carrier purely from a speed perspective. It's 126x126 so the method other games use (different routes, flanking) isn't feasible as there's just too many dudes.

The majority of games just turn into both sides having the enemy flag and hiding until enough people with Kriss's rush one location with C4 and grenade spam.

serene pilot
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The majority of games just turn into both sides having the enemy flag and hiding until enough people with Kriss's rush one location with C4 and grenade spam.
i have yet to see such game

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there being too many dudes on the map also means theres too many dudes in the base or near it
showing the flag carrier's position (even with 2 second updates) is on its own a very solid and sufficient debuff

agile smelt
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As for a flag carrier speed debuff, I wouldn't be opposed to it, but would say it should be minor. Something like this:

  • If flag person has armor debuffs resulting in less than 90% normal run speed, use their armor-based run speed.

  • If flag person has no armor-based running debuffs, lower their run speed to 90% of normal.

This compromise would allow chasers to hunt the flag carrier and have an appropriate chance to kill and recapture their flag, while not severely impacting the flag carrier's own speed.

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It would also cuck any medics who chose to run no armor in exchange for a run boost.

slender matrix
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Yea, I doesn't need to be much at all, but if you're geared appropriately you can be 15% faster than normal

modest basin
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  • Expansive UI setting around the flag like opacity, height, icon size, etc.
  • A certain large area that prevents you from spawning to your squadmates that are near the flag. I noticed that people would have dedicated human spawn beacons near the flags especially on coordinated squads
  • Maybe put both flags in buildings with more/near cover
merry beacon
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Terrain on isle is horrible for driving, you get stuck on everything and jihad mujahideen blow you up with tandems

distant bough
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CTF is complete trash. Can only spawn at base and have to run long distances over and over is terrible. Can’t be picked up by vehicles? Why not? Can’t place spawn beacons. Can’t blow C4 near flags makes sense. But surrounding buildings are protected on some maps causing extra protection. Not to mention if you die in water…flag glitches and can’t be picked up. It needs completely overhauled. Have you not played CTF from past battlefields or like halo?

slender matrix
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username checks out

distant bough
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Ctf is awesome in general. It’s poorly executed here. And Frugis specifically was awful with both flags glitched in water.

How does a flag not return after nobody is touching it for X amount of time? Pretty standard

worldly sparrow
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please can you add battlebit zombies?

frail mountain
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control points only used for spawning

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I guess rally points would work if they were used more often

serene pilot
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lmfao

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i love how this guy just casually walks into a CTF feedback thread and goes like:

ancient island
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CTF at the minute, especially Frugis and 127, is not fun imo. Reasons for this opinion are:

  • general lack of spawn options. Its always easy to squad wipe, especially if you have a smaller squad uncoordinated random people, and there's no backup spawning option, back to base you go.
  • spawncamping is greater. You go back to base via death, and due to the nature of CTF rules, the area immediately outside your base is swarming with enemies all holding areas waiting for people/flag to spawn
  • eventually it becomes a TDM where people are everywhere, focused mostly on running around and scoring kills. This chaos just compounds the "spawn -> back to base -> run -> die"
  • lack of squad points. I get that high amounts of buildables is probably going to be OP and/or used to grief in CTF, but having next to none, and more so no respawn beacon just exacerbates the above points

I like the idea, I like that new game modes are being tried, but i guess the emergent gameplay of CTF on here is just not an enjoyable one

swift gale
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Players holding the flag should physically be prevented from entering safe zones at all, or at the very least a countdown timer should appear on their screen warning them to leave the safe zone else the flag will be returned to the enemy. Countless times flag bearers have tried to bring the flag to their actual base, mistaking it for the flag deposit base, only for it to be returned to the enemy.

vernal jungle
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wait so how tf are you supposed to capture the flag?

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i thought you were supposed to run it to spawn, because i sat around my flag area for like 15 seconds and nothing was happened

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but sounds like it just got returned to the enemies

modest basin
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You capture the flag when your team's flag is back home

storm vapor
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I don't if this has been mentioned yet, but the placement of the US flag on tensatown (I think, the team that spawns on the south side of the map) is in an unfair position. If you have an engineer with a rocket launcher they can destroy the stairs leading down to the flag. As a result you can make it impossible for people to get out of the pit where the flag is. Unless they have no armor, a grapple rope, or squad points.

viral willow
wooden swan
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While having the flag, you should be unable to get into a vehicle. Now it's waaaaaay to easy to speed across the map.

serene pilot
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using a getaway car racing through the streets of tensatown while avoiding buildings and buses is the most fun thing u can do

rotund jungle
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Not be able to pick up flag from different floors

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Open up for more maps again

viral willow
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slow the trucks down if theyre carrying flags

versed bolt
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Give points for each second you hold the flag (like +1) x distance traveled so people can't abuse holding the flag close to your base while standing still since your teammates protect you

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Also is it me or is it harder to kill people in CTF? Like compared to conquest or Frontline (and the occasional lovely domination thrown in) it feels like it takes a much longer time to kill someone?

wise terrace
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-Lower game time limit to 20 minutes, 30 mins is too long.
-Lower time it takes to retun flag by 50%. 10 players huddling around the flag for what feels like 30 seconds feels goofy.
-Increase the amount of points for returning a flag to 400. 100 is too low for a core objective incentive.

silk badger
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CTF is so fun!! It's chaoticness is somewhere between frontline madness and conquest large feel.

Some suggestions:

  1. Carrying the flag should give experience, and squad points, a tick per second carried

  2. Make flag carrier like a moving objective, in a certain radius around the flag carrier, the allies around you should also receive experience points + squad points for defending flag carrier

  3. Killing flag carrier should give experience + squad points

  4. A few scattered mini objective cap points around the map, when captured they become spawn points for allies

manic parcel
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There needs to be M2/7M cars for better escorting the flag holder.
The Civil cars are too fragile.

cinder dagger
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Vehicles on ctf feel useless

manic parcel
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due to map design

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on isle

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going with a car holding the flag is either can go with like
(1) Going offroad and get stuck in the verge of getting ran down by the enemy.
(2) Going on the Road and have 90% change that you will be destroyed.

cinder dagger
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500000000 bumps if you go off-road

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And 50000000000 cars on the main road

remote zinc
near axle
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consider having multiple flags to capture while increasing the amount of total flags needed to be captured. having 2 or 3 locations where there are flags will increase the tactical choice of which one to rush for.

cinder dagger
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I kinda think 4 flags is too many

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I haven’t seen a match where we one because we reached the max amount of flags

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We won because the timer ran down

devout bobcat
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When you almost bring the flag to the base and accidentally touch the edge of the zone, the flag is teleported to spawn. This is too big penalty, it's not obvious and very unpleasant mechanics. I suggest that the flag should drop out if the player touch the zone. It will be logical and will not affect the balance of the mode, but will make it better

still nova
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CTF is quite boring isn’t really fun for a mode with 127vs127 too many enemies to even hold a flag

narrow anvil
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CTF feels like it works alright in 32. However, at the start of the game, you can run into the enemy team before the round begins(I assume that's a bug).

Maybe for larger game modes, increase the # of flags? So there's 2 flags and capture zones to try and spread the players out a bit more. Make it so the capture zones are diagonal to each other, however, instead of straight across.

lyric notch
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Make Flag Objectives worth more XP. Returning a flag is worth 100xp. That's half of one kill... Capping a flag is only 500xp. It just feels really unrewarding considering the amount of effort that it takes to complete either of those objectives.

cinder dagger
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Maybe 400 for returning it

still gale
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Tensa's roads should be cleared of most cars to allow more viable getaway driving. Divide the ctf map in 2 and allow spawn beacons within your team's half of the map or add a transport little bird to make traversing the map less tedious.

Make multu a ctf map, I think a bigger more open map would suit the game mode better.

Edit: going around the map c4ing cars to make the roads driveable is not practical.

coarse dagger
fallow hemlock
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so far this is hands down my favorite mode in the game. Although I have had a few games where a griefer will capture the enemy flag but will not take it to the base and instead troll and tbag the team. Can we make it so that it's easier to identify who has the flag so that we can all mass report griefers?

lean loom
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Mode itself has potential, but i rarly get to try it becasue the voting system is just completely broken, like the mode isnt even on the voting menu

pseudo heron
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I love the game mode, only real complaint I could say is that the flag return should scale with the amount of players. I could also see a debuff of movement speed with the flag. When I played Frugis I basically just grabbed it on top of 6 players and air straffed out of there and off we went. Medic bag out holding heal. Seems too OP.

scarlet flower
pseudo heron
idle terrace
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There really needs to be some maps that are specifically designed for CTF.

stoic gorge
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Possibly the worst game mode out of all of them, and will keep being terrible until the medic SMG/P90 spam will be addressed

devout bobcat
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The different colors of the flag and the circle around it are confusing. Make a single color, otherwise it's easy to get confused during the battle

loud pollen
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I wish the flags showed distance to like how other objectives do. But only when the flag is at the base and not picked up or dropped.

Also is it possible to build in this mode? Makes supporting not as fun

junior hollow
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CTF has an issue with spawns. Allow use of Rally Points and add more spawns on both team sides.

coarse dagger
rustic sage
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Please let us build in CTF outside of the flag area. I get not wanting people to spam sandbags to protect the flag, but support is the worst class without the ability to build.

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As a support main, the pillbox formation, and optimal window sandbags are all that bring me joy.

fallow hemlock
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I'd also suggest placing a highlighted/featured game mode on the main menu where it highlights new and experimental game modes where it makes it easier to find lobbies for games like CTF or where a new mode has a dedicated server. Maybe even consider a 72-hour 2XP event for game modes you want tested? I'm guessing most people aren't voting for the new modes cause they haven't tried it but for awhile yesterday we were playing consecutive CTF games on one of the JP servers because it was just outright fun. Literally had people chatting about how much fun they had and how chaotic the gunfights were during and post-match. Currently, though, its been hard to vote for CTF as most players vote for the usual Dom/Conq.

fair sleet
scarlet flower
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Even in 127v127 it's hard to get people to defend a single flag.

fair sleet
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A single dug in squad with proximity explosives can readily defend the flag against anyone who actually wants to play the gamemode. Its not the fault of the gamemode that zoomers can't figure out how to not play TDM in one single clusterfuck in the middle of the map

scarlet flower
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my opinion, adding more flags would would kill the game-mode for sure; especially people voting for it.
The casual fun of capture the flag is the tug of war with everyone's focus on either point and getting stuck in long fire fights or intercepting the enemy trying to capture the flag, more flags will just make defending against movement tech players and the bunny hopping vector medics that much more annoying than it is fun.

As it is now ctf unpredictable, chaotic, fun. It's probably better too stick with the formula with this one.

I do think there does need to be some kind of stale-mate timer for when both flags are being carried and both teams are just hiding with each other's flags, and maybe mark the guy carrying the flag on the score board and map better so we can better identify and if we have to report team-mates who're just trolling/griefing/ throwing the game on purpose once they've got the flag.

I'd also like to add, maybe take the average time it take most players to capture a flag, and maybe double it then add that as a hold timer again to address the flag barer trolling or add like a very slow thing that knocks it out of their hands if they're taking too long so someone who wants to score a goal can steal it from them.

winter sable
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Would like allowing construction building to be tested on CTF. Defending flag carrier getting XP too

scarlet flower
fair sleet
scarlet flower
fair sleet
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Banned for exploiting in a game where we are supposed to be testing

lean loom
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personally i think the reason why it works so good is becasue the objectives arent static, they move around. so every map doesent just end up becoming another "RUSH C RUSH C"

obtuse bronze
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Capture the flag is very fun
However the "spawn zone" should expand past the flag post a little bit after it is picked up, (or some other mechanic to make it easier to retake the flag spawn area)

the reason being games seem to be normally decided by whomever gets locked into their spawn zone by taking over the highly defendable flag area, once you lose it the first time you're usually sunk it seems.

soft ether
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Add helicopters

versed bolt
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Bug on tensa @noble kettle

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Literally in the base

marsh osprey
dull wadi
azure aspen
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Give XP to flag bearer and nearby ally for getting closer to base

full oak
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Terribad gamemode, remove it. Just my 2cents

alpine sand
serene pilot
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imbalance towards what 😄
cant have imbalance when both sides have a helicopter - perfectly balanced 🧠

patent haven
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I feel as though this mode has lots of potential but is held back by three things. The first thing is people don’t have lots of experience defending locations/territory due to there being little incentive to defend in the main mode of conquest. This makes it hard for people to know what to do since they lack the experience. People seem to not know if they should destroy the surrounding buildings, or terrain to create better lines of sight for the defender; often times I see defenders not doing any prep which leads to them getting steam rolled. This will get better with time but only for those who play CTF a lot. Secondly, the lack of ability to build fortifications is a big bummer since it handicaps one of the only fun thing the defenders can do and have some experience doing. When I first envisioned CTF I imagined half the team building/defending a big fort and the fun that came with it. Sadly instead we have to work around buildings that are not the most fun to defend and have little agency to change the environment to better suit defense. I think enabling building would over time create some really creative build tactics that enable the defending play style and that experience would bleed over to other parts of the game. I also believe that it would shift the importance of defense and attack closer to 40/60 instead of the blitzkrieg approach that we have now. The third thing that holds the mode back as long as we don’t have building is a is limited ability to resupply C4 at the flag base. It takes multiple respawns as a support to prep the surrounding area around the flag for defense by destroying trees, fences, and walls. It would help a lot if there was a really close by resupply point so that defenders could alter the terrain easier.

patent haven
young furnace
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There is not a single CTF map right now on European servers. Please make dedicated CTF servers or atleast make it CTF voteable after a CTF match. Its annoying as h*ll to find a community to play CTF with if no server can maintain that game mode!

When CTF was experimental we could simply revote CTF all the time and everything was fine and dandy. CTF bros stayed and conquest normies could leave if they didnt like it

vivid quail
# near axle consider having multiple flags to capture while increasing the amount of total f...

Have the number of flags scale based on the number of players.

32x32 = 1 flag per team
64x64 = 2 flags per team
127x127 = 3 flags per team

That would make it so that the number of objectives is proportional to the number of players. I would also make it so you can capture flags even when your flag is away. These changes might remove a level of strategy but it's impossible to coordinate a team of 127 people.

devout bobcat
# versed bolt

Your flag has been stolen. It won't count until you return it. On the second screenshot there is a small inscription "STOLEN". I agree that this is not such an obvious mechanic, there should be an inscription "Return your flag to capture the enemy"

versed bolt
manic parcel
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Yeah if nobody said it yet, the person and the person's squad and team who manages to steal the flag and take it back to place.
They need to receive more xp

astral tulip
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i love the new ctf. keep up the good work.

runic badge
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500 points for capturing (bringing to your base) the flag is way too little, should be at least 2k, it's less than a headshot

devout bobcat
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Give points to the flag-carrying player as he moves towards the base

fair sleet
patent tangle
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Why isn't there 3 flags and one base point where you can take it, so you still have options and it's not too chaotic but people can still predict where they will take the flag

slender matrix
slate crow
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Dunno, I played 1 CTF match and all it showed me was that the respawn system needs an overhaul

#

You kill 5 guys and 1 guy in their squad is jerking off in the corner and they respawn on him seconds later

runic badge
#

Sounds like something that would be addressed in the Hardcore mode

marsh ravine
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Tensatown is just not a very good map for it. North team will always win as they have a very good flank (right under the bridge) on the bottom flag spawn.

scarlet flower
grand kayak
#

A good anti cheat is welcome

robust vortex
#

127 vs 127 is a bit much for a single flag. The choke points are awful and it obsoletes most of the map. I think it'd be better if there were 3 flags per side to capture.

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on the other hand I think the 1 flag system makes CTF better than frontline for people looking for a more CoD like experience

minor nebula
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Dunno if it was brought up, but please take a look at the flag's collision. A few times now have I picked it up from below a floor, basically getting a free steal from quite literally under the defenders' noses.

gloomy star
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stop working on it we only play conquest

#

no need for other gamemodes or guns

fast wraith
#

ok

unreal pendant
#

Not sure if this has been mentioned but I think there should be greater restrictions on what maps can have CTF on them. Also to take a page from Halo I don't think the flag bearer should be able to drive or get in vehicles at all (not sure if this is implemented as I avoid playing CTF). Also controversial opinion, maybe there should be two flags on each side making the game more dynamic but I'm not sure if that would work well. Maybe restrict that to 127v127. I'm not sure.

scarlet flower
drifting barn
#

would be able to give better feedback if tensatown wasn't the only map

modern beacon
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We dont need ctf. We are dumb af and we only play conquest

ivory topaz
#

if the flag is being carried i should be able to throw c4 at the person holding it. man was driving past in a car and i couldnt blow it up with c4 because i was too close to the objective

slender matrix
#

Hahaha

zinc badger
#

Ctf for 256 players is utter insanity. There needs to be more the one flag per team to spread out the action somewhat.

obtuse bronze
#

nah, one game mode can be a disaster on wheels
my only complaint with it is when the team stays behind and holds the flag stand, the spawn area should when the flag is picked up

devout bobcat
#

There is no CTF servers, so I can't play it

lyric notch
#

I feel no obligation whatsoever to play the objective in CTF. In a game where the only long term progression comes in the form of XP, there should be an actual XP reward for playing to win. Returning your stolen flag grants an embarrassing 100 points. That's 1/8 of the XP you get for a single kill and you're putting yourself in the most dangerous possible situation just by being near the flag. I can't remeber exactly but I think capturing is only worth 500xp, also a laughable amount considering what other significantly easier tasks grant you. For example, neutralizing and capturing a single objective in conquest gives you almost 3000 xp. You'd have to capture the flag (and keep in mind it has to be you specifically capturing it, not just someone on your team) 6 times to get the xp you get for one objective in conquest. You should be able to earn squad points in ctf. It's odd that a lot of features are just removed in ctf, just makes the mode less fun than it could be. That being said, I feel like it's really difficult to make CTF work in a game like this. The fast TTK just doesn't meld with CTF. It was a really popular mode back in the Halo glory days, but you'll never hear a COD or Battlefield player talk about how much they enjoy CTF. There's a reason for that.

coarse dagger
#

I played a few times on release and loved it. Nobody seems to vote for it since. :(

serene pilot
#

^

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I'd love to play CTF but no server runs it nowadays

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Giv dedicated game mode servers plz

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XP reward for returning the flag should be proportional to the distance from the flag to the base (and the largest when its closest to enemy flag base)
Highest possible reward should be around 2000 XP for everyone partaking in returning the flag imo

slender matrix
#

CTF feels very clunky on bigger player counts, also wide non-linear maps are punitive to recapturing as there's so many flank opportunities. About the only 3 maps I would say are good for CTF are 32x32 Frugis, Wineparadise and Namak.

#

Instead of CTF being available for larger playcounts, Cash Rush should be prioritized as this would be far more playable

vital linden
#

takes too long to return the flag with 15+ people on it

devout stag
#

now that 24/7 servers have started to pop up i have been able to actually get some decent playtime. time for my feedback...

first off, squad points are consistently an issue in every game mode. i dont think i have played a game mode that fell within the happy medium of not too many and not too few. conquest floods you with an overwhelming number of them and other game mode starve you of any and all income of them. ctf is perhaps the best example of this with how you will go the entire match often getting zero squad points.

the reason this is an issue is it ties in with the maps. ctf maps consistently end up extremely barren (much like frontline) with minimal cover. players end up forced to either fight out in the open or bunch up behind the few indestructible walls or rocks around on the map. Locking down buildings is also trivially easy to do with the low income of points as the only players who can feasibly provide access to upper floors once stairs get taken out are recon players

quiet tree
coarse dagger
#

Compulsory random mode has brought back CTF and it makes me so happyyyy. :D

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Grenade spam seems to be nowhere near as bad as it was during the first weeks for some reason. Haven't seen that many trophys around either. Maybe people are learning to spread out a bit better? Could also be decreased player counts tho.

quiet tree
#

CTF do still need work

shrewd bramble
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Ctf needs a way to allow squad point gain. Defending kinda sucks when there's nowhere to defend from

coarse dagger
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IMO there needs to be some passive income, say 5 points per minute per member. The availability of points depends way too much on the mode and on the way your squad decides to play.

quiet tree
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I say just give squad points for helping out your squad generally. Aka healing, reviving, and resupplying

#

Then in ctf, give points for killing shit around the objectives (including a flag carrier), and give points for nabbing and returning the flag

#

The return area for the flag should be higher btw. It's a little annoying how you have to be literally right on top of it. I also think the return bar should be visible on the UI up top

#

Make the return bar go DOWN very slowly over time while someone has the flag in their possession as well.

#

I would say in exchange, speeding up the return bat slightly would be good.

Currently what ends up happening is a bunch of kamakazi squads have to constantly touch the flag for like 3-4 seconds at a time because it's so deep in an enemy base that enemies essentially respawm constantly on top of you

#

It's also a pain when you kill the flag carrier and end up having to have the ENTIRE team on top of the flag, so you can't see anyone when getting shot at

#

I would recommend highlighting the ground for where to stand to return the flag like you do for the flags initial spawn area as well. That way it's not a guessing game of how close do I need to be.

Game mode is still fun and great currently, but it needs a touch up

hollow ferry
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just played my first actual match of it. Very fun

late hinge
#

Just played my first match of CTF.
It's fun, BUT, I think it should be round-based, best-of-3 or 5. Our match went to time and it just felt so hard to come back. A round system would alleviate both feelings.

glad wigeon
#

CTF needs a bit more squad points, there are barely any. Additionally, to prevent flags staying bugged under the map I think flags that haven't been picked up for 2-3 minutes should return to their spawn.
That would prevent this:

final otter
#

District is really one sided in CTF. one side gets a beefy military fortification you have to slog through to get the flag, the other side can literally drive a humvee through it and pick up the flag without stopping. its supposed to be a flag base not a drive through, take the flag off the menu please

#

this is made worse by how hard it is to get squad points in ctf, its one giant open room with roof access, two vehicle entrances, multiple doors, and a large amount of destructible walls, we can't get good cover

final otter
#

Eyy ty

robust holly
#

Want to give feedback that CTF was a good addition.

CTF is the one game mode in the game where players/teams almost care about the objective in some way. In 64's and 127's it's the only mode I've seen where something resembling teamwork exists.

It's not popular, and I doubt it ever will be, but it's great fun. Good job on thinking to add it

fast wraith
#

DADDY

spring heart
#

I feel like this mode would benefit greatly from having multiple flags, and touching a down flag will immediately return it to base.

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Cuz there has never been a 254 players CTF before, so it's worth experimenting

cinder dagger
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254 player ctf sucks ass

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I agree we need multiple flags

spring heart
#

Why bother when the flag carrier can spawn infinite minions on them

compact saddle
#

Please remove this mod from official servers or at least limit it only to 32v32

#

Every time this mod is played from random mod vote, half of the server leaves

coarse dagger
spring heart
#

254 players problem requires 254 players solution

#

Everyone gets a flag kat

coarse dagger
coarse dagger
# spring heart Has it been tried before? How can you be so sure?

For reference, this is the kind of awesome large-scale, combined-arms push that made the game so unique. Now imagine if all it took was one single guy slipping past to have the whole army spawning on the other side. These pushes would never last more than half a minute and then devolve into sad little skirmishes as squads chase one another around and around.
https://www.youtube.com/watch?v=NUi49rMV4r4

Attacking the crown is Ridiculous this isnt my first taste, but its the best looking taste ive had. Hope you like and there is battlefield to come just been busy lately.

▶ Play video
#

In BBR you basically only get that sort of experience in highly funneled areas like Waki bridge or the Namak streets. But even then they don't last long as just a few enemies need to slip by for the defenders to be suddenly surrounded.

glad wigeon
#

CTF should stop after 3 captures, not 4.

with 4, the game almost always ends by timer, not objective

coarse dagger
#

Already said this in Conquest thread but I'm pretty sure that bringing a similar flag dynamic for captures in that mode would be awesome. People rallying around the flag carrier to protect them is one of the few moments where you see spontaneous teamwork taking front stage in this game. So a similar dynamic for capturing points would also be cool and simultaneously solve the annoying edge-skirting rat dynamic.

formal eagle
#

Just played a frustrating game of CTF. Feels like requiring your flag to be safe in your base before you can deposit the enemy flag is too complicated. The escort team works hard to bring the enemy flag in and then stands around hoping some other squad will return your own flag. That level of coordination might be ok for competition play, but for casual players it's unrealistic for 90% of squads/squad leaders. Depositing the enemy flag should be instant, regardless of whether your own flag is safe. This would speed up the game quite a bit and simplify things, making it more satisfying to score instead of standing around with the enemy flag and getting killed in your own base.

coarse dagger
# formal eagle Just played a frustrating game of CTF. Feels like requiring your flag to be safe...

I've seen the organization happen but I agree that it's just not fun just having to hope that a group of randoms on the other side of the map will always be doing the right thing.

I think that instant capture would work, but the return timer also needs to be drastically reduced. Maybe the person holding the flag should also not be allowed to move on vehicles or receive some speed debuff. Otherwise I think games would end really fast.

formal eagle
#

Definitely think vehicles are OP. Maybe once you get to your base there is a countdown before you score? So you have to hold your base for a certain amount of time with the enemy flag

coarse dagger
#

A variant that would also be interesting to try is flipping flag positions so it's about pushing against the enemy side to put the flag on their turf

hollow ferry
#

Granted, most won’t actually do that
But it’s not hard to do

quiet tree
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Would fit the way flag returning and cappin' works more in my opinion

#

Might have to have multiple spots the flag can appear, or adjust it a bit so the flag isn't literally impossible to get, but it may work.

formal eagle
quiet tree
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Yea, that's the only issue really. I think having 2 flags for one team to capture would help actually

#

So it's 1ctf with 2 flags to possibly capture 😂

#

Winning can be based on score then time

final otter
#

Issue is if you don't need to return your flag to cap, it turns into a race instead of offense and defense

#

Better to defend you carrier than to kill theirs if you don't need your flag, just cap faster

quiet tree
neat quarry
#

rip ctf

quiet tree
#

Riperoni

coarse dagger
#

put CTF in Conquest

merry beacon
#

Dead gamemode

cinder dagger
#

Fr

sinful oracle
#

unfun game mode, most of the time the game just turns into a massive TDM with no large clashes. Would be good if it was an alternating attack / defense where only one flag can be captured at a time (?)

loud pollen
#

Miss this game mode a bit but it had huge issues especially lack of buildings

heavy dust
#

Works better in smaller match sizes. Would be nice to see the inclusion of perhaps more classic mapdesign. Eg 2fort or facingworlds type maps for 32v32 ctf.