#Frontline - Feedback

1 messages · Page 1 of 1 (latest)

gentle fossil
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Put your feedback on the Frontline mode.

Please keep it on topic, and civil, we want serious feedback

  • No gifs
  • No 'skill issue'
  • No video's - (Testing video's in the Polygon are fine)
subtle dock
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I love this game mode. I love it so much. My only problem is that right now it seems like all the maps are extremely one sided and basically one team side wins 90% of every game, especially wakistan. It might be cool if there was like some light transport vehicles like ATV’s to get around to the other objectives and to facilitate flanks and whatnot

tropic locust
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It's a nice gamemode, however it feels like once one team captures enough points there is no going back or chance for a comeback from the other team. It's also annoying to have to constantly run from the captured points to "the frontline", some quad bikes would be nice i guess.

stable arrow
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While there can be some great moments of being in a cohesive frontline, the game usually devolves into snowballs rolling over each other. Player awareness of how close their points are to being contested should be improved, but I don't know what the solution to that would be

pure mortar
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many frontline map layouts are too narrow and end up in nade spam instead

stable arrow
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from the few CTF games I was in, CTF actually has more frontline moments IMO than actual Frontline mode just because of the better clarity of the objective.
One idea I have just now is increasing the time/player needed to capture

kind current
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Frontline ends up not moving or snowballing, and I think that's because of the defending teams loss of safe zone and need to basically back cap to turn a game around

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Having 4 objectives to attack at the same time is just too much for the small section of map, esp in places like isle

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Ideally I think limiting objectives needed to capture and hold to 2 like rush might help in being more straightforward, and adding some delay between a section being captured and the ability to push the next one being delayed could help with the snowball issue

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Battlefield operations which iirc is the inspiration really works because of the objective simplicity, rush a horizontal area for capture points so that teams spread along that horizontal "Frontline" current design kind of applies this but with the second set of objectives you need a flanking group to start to move anything

exotic tangle
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Frontline needs a very, very simple fix to prevent the snowballing and create the "Frontline gameplay" it wants.

  1. You. Need. Capture. Cooldowns!

  2. Reward defense in BattleBit, across all modes.

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When an objective is captured, prevent the next one from being captured for 60 seconds or so.

Why? Because the smartest players who run in bunches can cheese the snowball effect.

Coordinated players who time their attacks and positions are able to flank, capture an OBJ from behind the enemy, then send 2 guys to the rest of the open objectives and finish the game.

This strategy preys on the enemy being casual public players who are somewhat clueless. And it works. The game needs to give a 1 min cooldowns to give time for these blueberries to catch up, look at the map, analyze what's going on, and fall back.

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Frontline also has no defenders. It's boring, there's no XP incentive for it, and the excitement is in attacking. You have to provide a better reason for people to guard the defensive objective. XP would be a good start.

jaunty acorn
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I feel like the area of "enemy territory" needs to be ever so slightly reduced, finding proper flanking routes on some maps is a challenge by itself, let alone capitalizing on it given the chaos 254 frontline usually brings

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also due to the same "grouping over 200 players on such a small area" problem, some maps can really start to feel like you're playing operation metro all over again, a complete and utter meat grinder where you throw bodies at the enemy and hope for the best

kind current
hybrid spruce
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One thing I'm noticed lately is lack of Frontline games, everyone seems to be voting Conquest. I log in find zero or 1 Frontline server, can't get in ..I get frustrated and log out kind of feels like Batteflield now, when they forced the map rotation which changed game modes after playing Rush in BF3 for years I ended up quitting I hate conquest too much running. I just logged in and there was zero 254 player Frontline games going on. So instead of playing I'm here putting in my feedback, that is bad. I dont think the devs will ever see this but I hope they do, please get some dedicated Frontline servers, remove game mode voting but allow map voting or force a map rotation. Example Urban Maps I like playing more in the city but that is me. Either way I was loving this game until the past week and now looking for something else to play as I can't play Frontline games when I want to play.

modest vessel
# jaunty acorn I feel like the area of "enemy territory" needs to be ever so slightly reduced, ...

I think territory mechanics need to be reworked. There's nothing more annoying and immersion breaking than fighting in an area, and then having to run or be aimpunched to death within 30 seconds or a minute or whatever.

Remove the kill effect in territories. Enemies can already see where you are on the map at all times. That should be enough to dissuade players from sticking around and makes the advantage of territory more organic and immersive. If the enemy cannot kill you despite knowing exactly where you are at all times, then you earned your place in their territory. Lmao

visual needle
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Unfun gamemode, the match usually just ends up in a stalemate in the middle, the gamemode is barely ever played anyways (have 100 hrs I play like 2 matches of frontline)

wild wagon
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Add a fallback timer between areas being captured, currently you can have it where the enemy team are already in position to capture the next flag before you can react and end up with 2-3 zones disappearing to 3 guys before anyone can respawn or WALK.

A 10-15 second timer would allow defenders at least a moment to mount some kind of defense and stop a capture snowballing.

restive nacelle
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Limit the safezone area behind the actual fighting area. Snipers on maps like sandy sunset have far too much area to play around

exotic meteor
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a literal physical frontline

i love the concept of the game mode, i think all it need to really get it popping is literally frontline/no-mans land emplacements for frontline maps (ik there are no specifically made frontline maps but maybe it would be worth it for this game mode and or even others IE full scale conventional type stuff with estabilished type battle landscape of the current maps). id imagine thats alot of work? but they dont need to be dynamic, it just gives the player an incentive to play in a "front line" defense/offense type playstyle i feel the game mode is going for.

TLDR: for frontline maps have static sandbag placements and defense structures adjacent to physically (in defensive favor), and along side logically, the current dynamic frontline boarders. This could also create a subset of map and game types and more dynamic map feels for the "same" maps already available.

would also like to tie in this suggestion from another aswell as it would go hand and hand imo
#1133100077896957992 message

pulsar spear
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To me the problem with frontline is simple which is how wide is the playable area. In comparison BF1 frontline maps were from what i remember much narrow (Suez) and i loved that cuz it forced the gamemode to be played like an actual hard frontline to push instead of constant running between points. Then BFV from what i recall had maps that i didnt like on frontline at all cuz of how wide some of them were (Twisted Steel). One example in battlebits would be wakistan which has C2 point way too far away from C1 to begin with and the moment you get pushed you have to start running back from area near C1 cuz a random point far away got captured making it feel like there are 2 front lines instead of 1 which maybe is the design decision who knows.

onyx tangle
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My absolute favorite gamemode, but would be cool to disable squad spawns and ammo boxes in this mode

exotic meteor
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i auctually like the idea of removing squad spawns as well so double that ^

kind current
rose hare
hollow jungle
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i would love to actually be able to play frontline and give my share of feedback but everyone just keeps voting conquest on the 127v127 servers so i haven't touched any game mode other than conquest and the occasional domination

next dew
daring mulch
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As far as I'm concerned, the whole problem with frontline is one thing: the number of snipers. In one game I counted 43 snipers on basra, in the second game I counted 32 snipers on wakistan. There are just too many of them, we should put a limit on the number of snipers (that would help at least). I'm tired of bleeding out every minute.

stable arrow
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That's just the super sniper friendly map design, no?

rose hare
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It turns 64v64 servers into effectively more annoying 32v32 servers because half your team is doing nothing to help the push, snipers need some sort of utility. They aren't even covering the flanks.

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A class limit would be quite welcome when they make assault and support more viable

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No matter which way you slice the cake, medics can do every job and will require some sort of nerf if they want any semblance of class diversity. Removing their C4 is a start or limiting it to 2 packs total for medic.

kind current
teal apex
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maps are horribly one sided, and you can quite literally play 4 maps on frontline because the rest of the maps and map lines for the game mode are terrible

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~somebody who has quite literally all of their hours in frontline

worthy imp
# exotic tangle Frontline needs a very, very simple fix to prevent the snowballing and create th...

Retreat phases are a great idea.

I also think they should keep the first cap locked for a short while so that everyone can arrive to the first fight as well. Oftentimes there is no big clash on the first point because one team happens to have a slightly faster rollout and it gets capped before any response can occur. I also have an untested suspicion that on some maps the run times from the two teams' spawns are not the same.

wild wagon
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Keeping it locked for ~20-30 seconds at the start is a good idea, the maps are currently not super balanced when it comes to travel distance

hearty trench
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I would love to see an attack/defend version of Frontline where one team only attacks and the other only defends.

teal apex
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also remove flinch if im in enemy zones, if im too far im gonna die regardless so at least let me get a kill or 2 before i get gun down. the flinch just makes so sense since ur already having a health penalty

kind current
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I think that's to keep you from being in the zone for too long, considering you can outheal the damage. Being able to weave the edge is alr strong enough imo

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If they were to remove that, then it'd be fair to add an exponentially increasing damage per tick. You're not supposed to be there

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No minimap either so normal people aren't going to expect you in their zone, beyond normal flanking

teal apex
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you cant heal in the zone

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you can only bandage

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and bandaging doesnt heal

teal apex
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so at least with this you may get rewarding with a flank you make but u just got unlucky and ur teamates lost the zone

kind current
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Idk being in an enemy zone should be far from rewarding, but outright removing flinch is too much

teal apex
# kind current Idk being in an *enemy* zone should be far from rewarding, but outright removing...

i mean, its not rewarding cuz ur still dying. its just giving you maybe a little bit of a reward before you eventually get punished. and ur taking damage as well, no heals your almost certain to run into another enemy, you have to fight while having mad flinch on ur screen as ur taking damage from the zone and the player. ur just at a lot of disadvantages so at least maybe making the gun fights a tad bit more even might be nice

stable arrow
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show red pips on the screen for enemies in our safe zone like how blue pips are for teammates for more convenient cleanup

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tbh if you get caught deep in enemy territory as it switched you might as well just respawn

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maybe add XP bonus for killing enemies in safe zone to incentivize cleanup and slow down advance

languid agate
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The only feedback I could give is possilb have Frontline only servers as I have yet to get to play this mode because everybody is always saying its bad and vote for Conquest or dom

restive nacelle
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I recommend using server browser and then youll see the light

onyx tangle
stable arrow
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Frontline Wakistan bridge is a huge chance to get lots of drone mine kills. I just got 7 kills in one drone HyperXD

hearty beacon
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Sandysunset as a map in Frontline is incredibly one-sided, in favour of the US team. I'm not sure what quite about the map makes it so, but the territories captured make it nearly impossible to mount a counter-attack and regain lost zones.

For example, as Russian points are captured (and I assume US ones, but I've never once seen the US side lose on Sandy), the enemy zone starts to creep around and encircle the rest of the Russian capture points. This means that the offensive side gets to engage from the East, South and West, with the defensive team only having cover to the South.

This is particularly bad on Sandy because of how the map is so open and how many angles there are for snipers. The Russian team has no ability to flank these snipers or assault their positions on foot because the enemy zone will kill them if they try, so 2 or more snipers are completely invulnerable since they can duck behind a ridge, resurrect the other, and then continue firing. A solo player can do this with a rally point.

So not only is the Russian team under fire from 3 directions, they're also unable to counter snipers and DMRs used at long range. This makes mounting a counterattack extremely hard, especially with chokepoints like the bridge into the town.

I expect this is the case for both teams on their respective sides of the map, but again I've only seen it happen to the Russian team because the US team never loses on Sandysunset in Frontline.

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I'm pretty sure the majority of Sandysunset's problems in Frontline is purely down to the territory given by capturing points, and how proper consideration hasn't been given to the terrain and vantage points locked away partially or fully to one team

heavy viper
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more Frontline servers please

stable arrow
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vote frontline more

heavy viper
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people always pick conquest instead of other modes

static tundra
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I think the maps should be more funneled. Yes some players will go off and do their own thing but we should focus on letting the majority of players get into awesome firefights and experience amazing destruction along a funneled path.

idle dock
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This mode needs vehicles, but other then that it is great

restive nacelle
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that would ruin the gamemode

idle dock
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Why? I feel like vehicles would let stalemates be broken

restive nacelle
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this game shines as an infantry only game

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over half of the servers already are conquest, please dont make the next most popular mode have any vehicles too

spice kindle
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I can see getting 10+ kills with a single HE tank round with how tight the maps are. That is far to much killing potential, but it would be fun

idle dock
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Well, I would like to at least see how adding vehicles to Frontline would end up

daring mulch
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After playing many hours on frontlines I have encountered super toxic snipers. In every match I meet on average +-40 snipers for each side. What's the toxicity, I'll explain. Each shot either knocks a person out of the game for 15 seconds (go behind cover, stop bleeding, heal (not everyone can do that)). All this greatly affects the enjoyment of the game in a negative way. After thinking about the solution to this problem, I found a variant:

  1. level design. But with the level of level design, which is now, it is impossible.
2. A new armor vest, with a plate that will completely absorb one shot from a sniper in the body, then break. (It's not a great solution, but a possible plug).

3. Make a limit on the number of snipers in the game. Now I average catch for one life 1-2 shots in the body (I do not live long usually, conditionally a minute), as often just catch shots in the head. For the game I can have 20-25 deaths and half of them from snipers / after a shot in the body from a sniper.(I have in the game 400h, and on playtests about 300, so it's not a skill issue) and it ruins the fun. if there would be less than +-40 for each side, but 15 for each side, body shots/oneshots will be 2 times less frequent, which will make the game more comfortable. This option of solving the problem for me and my friends is the most attractive. Limit only on frontline.

I will be glad to see any ideas/criticism/thoughts.

stable arrow
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just keep running forward while bandaging. no wasting time going backwards. respawning is free in frontline, too

sly marsh
restive nacelle
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reddit thinks otherwise

daring mulch
restive nacelle
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cheers works now

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just use smoke bro

mild thunder
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add grace periods between moving frontlines and larger capture points to avoid 2 minute long games

onyx tangle
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disable spawning on squadmembers, besides the squadleader and allow spawn points

unkempt lantern
onyx tangle
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no you cant spawn on your squadleader, only the squadleader can spawn on you

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currently you flank and all member spawn on your, if there would be 4 people flanking it woudn't be that hard to detect

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rn you can just run silently in the other base wait till your whole squad spawned and take whole objectives with low/zero defence

unkempt lantern
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Yeah thats a good way to brake a stalemate though

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Both sides can do it

onyx tangle
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yeah but what if you need reinforcements instead

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maybe .. its a different gamemode and not arcade frontline

unkempt lantern
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If your team is smart they all wont run back to go kill one squad, only a few will go back to kill them while the rest hold the point

onyx tangle
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not if you cap essential keypoints and disallow advancements

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and all pushing squads are in the death zone

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mostly then teams snowball and win

unkempt lantern
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I've had a few games where me and my squad flanked the other team and pulled some of them off to come handle us and that gave my team the chance to push and take the point, and yes thats true most teams snowball and win, but most of the time its whoever pulls enough troops off the front thats a stalemate and starts flanking into the weak points that win the game

onyx tangle
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Mostly its me which starts flanks and take objectives and force enemy team to react

unkempt lantern
onyx tangle
unkempt lantern
heavy viper
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and usually there is a single frontline server for NA and EU regions

onyx tangle
heavy viper
gleaming orchid
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On BR we have a x127 24/7 frontline server… when it’s full it gets too chaotic and hard to do anything but kill one and die.

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Some maps also reward sniping just too much and one team loses due to half the team being reacon on the hills

modest vessel
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[Reworking how territories work](#1133100077896957992 message) would enable players to push snipers camping in territories at the cost of being revealed. This would add balance to the current low risk / high reward playstyle that sniping offers while also increasing player agency in that they can choose for themselves which trade-offs are worth it.

astral beacon
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I think the zones miiiight just be a bit too small on a lot of maps in frontlines

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Might be intentional, but it feels like sometimes you need literally a dogpile of people to cap a point that's essentially in the open.

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Not as big as before, but maybe they could be placed differently? Not sure. Talking about 127's here

gusty dust
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so uhm... i just played frontline on azagor and we won that round within probaly under 7min, you can just steamroll thru without any resistance and defense is... uhm... not existent we had a big part of our team meatgrinding and then a bunch of people just speedrunning that shit, absolutly ridiculous

torpid jolt
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Some maps have very few objectives to cap, others have too much imo. I can list them down later

astral beacon
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Give an option to respawn instantly when your zones are capped

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That way you can move into a defensive position sooner on larger maps

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Or stick to the front and slow people down

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Also, maybe have the zones slowly move from area to area after zone captures happen. Give people more time to fallback without damaging them.

round hollow
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IMO Frontline should only have 1 or at most 2 points active at once but also longer time to capture them
currently it's either a 3 minute stomp or endless running around because 2 guys ran 150m to back-capture

desert oyster
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Not having transport vehicles or forward spawns makes this gamemode a big case of momentum, especially on a map like Valley. The individual points are so far apart in the later stages that your options as a defender are either a) spawn in a clusterfuck of a fight for a point or b) spawn far, far away and try to walk to a different fight. Often times you end up in between two regions when all the points are captured for the stage. There needs to be either better spacing or better movement options.

sterile bear
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Capturing points is way too fast. 2 people (in 64v64) can easily cap an object in about 10 seconds

toxic portal
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make the spawn points work

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makes no sense that the obj spawns are so far back, and we have no rallies. There's no real incentive for players to anchor spawns for the squad (no teamplay in pubs) and it's a 30 second run back every time

hearty beacon
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Sandysunset is still hellishly one-sided in Frontline, the territory borders make little sense and the bridge between F and G makes it virtually impossible to recover once crossed

hearty beacon
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Valley's layout here is poor. The losing team has to hold three entire points at once whereas the offensive team only has to prevent the capture of one, and the proximity of F1 to the extremely sheltered E1 combines with this to make it virtually impossible for the defending team to recover

toxic portal
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it do be dogshit, but you cant expect nothin better from vil map design and oki mode design

forest pawn
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i think front line needs a element similar to rush in which attackers after capturing a sector will become locked down and need to try and reach the end of the map. once time or the map is captured the attackers/defenders switch to try to get further than the other.