#Rush - Feedback

1 messages · Page 1 of 1 (latest)

brisk forge
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Put your feedback on the Rush 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)
dense spire
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Wait there's a rush game mode?

final python
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objectives shouldnt spawn in each other and it definitely needs a start timer

light glen
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let us play 64 v 64. who cares if the maps become too crammed

blissful sand
quartz rivet
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I have for the most part only played Rush as my main mode. This game mode is something that I am used too from the CoD days of Demolition. I tend to enjoy this game mode because it pushes everyone towards the objective.

Current Feedback---

  1. Tickets are a problem. I understand the point of having the tickets, but I would prefer to play this game mode strictly with just the timer. I enjoyed this mode in CoD because the game could go longer than the 20 min timer that was usually given. When bomb was planted it would stop the overall clock of the game and the 30 sec timer would take priority. This would allow the game to go longer and make for some crazy games. The ticket system works against what this mode could potentially allow. 200 lives for 32 players is not a lot when you run the numbers and you are punished for dying. This mode is all about encouraging players to play the objective and attempt to plant the bomb and it is hard to do that when you as a player don't want to die 30 times trying to plant the bomb to help the team when there is a 200 death limit.

  2. Objective stacking is very much a problem. District (map) specifically I am finding that this map alone is the main example for Objective stacking. On attack the players either have to run right in front of the enemy spawn or climb up on one specific side of the cliff to get up to the objective and in my testing Defense is favored in that point. Having bomb objectives close by is far game but stacked on one another causes some issues.

  3. I would agree with a start timer as well. The game just instantly starts and for some people who may not have the best of computers come in a tad late and that alone is a unfair advantage.

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I absolutely love having more than just 2 bomb sites as well. I love how we get to play through all of the maps slowly and learn each part of the map every so slightly. Absolutely love that concept as a player. I get familiar with the maps over time and when I decide to be a bit more adventurous I can try 64 or 128 and am finding that I recognize certain parts of the maps and know what angles I enjoy and what not.

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I do also love having multiple different locations on where the two bomb locations are located every map. It is very fun and makes each game a unique and different experience when it is not the same two locations every single map. Provides more replay ability in my opinion to the game but still allows each game to be different from one another.

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Will say can provide more feedback on maps on rush but believe that will be a different topic.

polar carbon
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Rush is pretty good, some maps however have the safe zones far too close to the points, making it impossible to get map control in any way.

Some points can be impossible to take under some circumstances, particularly when relating to destruction, when the edges of the zone are close enough so defenders can camp in "safe" areas, but lob explosives onto the point.

An example is District, the 2nd set(the points on top of the hill). If the building is destroyed, it becomes nearly impossible to take the 2nd point, as the enemy team can sit beneath the cliff lobbing grenades onto the point, while the entire "forest" side can cover the point from safety, and the zone prevents attackers from gaining any foothold in the forested area as you can't flank far enough to be of any use, nor is there adequate cover.

Some maps, like Namak, can boil down to defenders needing to hold only 2 choke points, which is impossible to push through as attackers.

One thing I think should be mandatory is that both sides should have the same set of randomized points, as some are exceptionally easier combinations to take than others, and a team can lose based on getting more difficult to assault points on offense than the other team.

hexed plank
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Maybe replace inf conq choice with rush

solemn dune
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Unpopular opinion, but explosives should be removed from RUSH game modes.

I've consistently seen defenders blow up cover around the bomb, then just have a team of two RPG guys in the distance shoot the bomb with a rocket every time there's someone on it.

As said above, some of the points are pretty much impossible to take once the building it's in has been destroyed, which really isn't that much fun.

Restricting explosives because "it's a bomb and we don't want it to go off" also makes sense from a lore perspective too.

torpid zodiac
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Perhaps add rush to 64 v 64 by increasing the amount of bombsites

hoary gull
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A lot of layouts have badly place/undefendable points.
For example district when you need to defend the second sets of intel in the house that is on the cliff, and so on.

It makes it hella difficult for the defenders that they can't fortify their objectives, because they have no squad points.
Its just stupid to be told to defend but you can't fucking fortify it at all, which makes using supports even less viable.

polar carbon
hoary gull
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Atleast 500.
And let them have a fortify round each time before attackers attack the next set of objectives and at the start of the round

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Attackers get the most squad point, from the two sides, though they can abuse that by,
• taking over a defenseless objective
• then fortify it make the defenders to reattack the objective.

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In the future i feel like attackers shouldn't get the chance to fortify but to ask Artillery to bomb it.
So defenders need to face another problem

hoary gull
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in hardcore

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forgot to mention

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If you give someone to fortify they will make an unpenetratable fort
Now if you give attackers the option to bomb the unpenetrateable fort, just to make a weak hole to enter, it will make a nice experience

quartz rivet
# polar carbon Rush is pretty good, some maps however have the safe zones far too close to the ...

I can't stand Namak as a map for rush period because of that reason. It truly doesn't fit the style of rush too many choke points and not enough places to make a route to the bomb site. I think the main problem that high ground objective based maps with only a few select routes is what causes issues on rush. For District alone I mean there is a sniper hill across from the point that the enemy can't even get to due to it being in the defenders spawn which just makes the spot strong.

polar carbon
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yea namak is probably the worst rush map, I agree. There's a set of points that effectively lets defenders lock down the entire map by sitting on two spots, it's literally impossible to push

upper pike
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Rush is just the most painful game mode to play by far because the unlock system

  1. Defenders dont get much of an EXP difference in playing defensive in conquest
  2. Only the bomb planter gets 2k exp
  3. Playing the objective nets you no rewards, but camping outside of it and playing TDM nets the most reward
  4. Defender actually wants to lose slowly for the most optimal player progression (more kills = more attachment unlocks and EXP, longer game means more revives and healing = more EXP Per minute.)
  5. Offensive players who care about their K/D Ratio will never rush the objective.

Just leads to a game mode that turns into TDM and the winner is decided by if you're on the team with one person playing the objective or eight

daring hazel
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Rush has been balanced terribly. Almsot every map is so offense sided it's crazy.

upper pike
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They really feel fine the maps maybe other then the lenovo glitch to plant under the building site

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Issue is the winner is generally the side with the most medics/least snipers

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But it's hard to tell how balanced rush is when most people aren't playing for the objective

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If you get a squad of 8 people who are decent enough, you wont win offense or defense because they're going to stick by the objective and defended or raid it from multiple angles and respawn off each other. Because chances are the enemy team is 10 snipers who will never defeuse, 12 people menacingly looking at the point too afraid to ruin their KD, 6 people who don't know it's not TDM and 4 people going to the objective with no support

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If you're a defender chances are 90% of your squad is way past the objective, someone slipped by and his entire squad is spawning off him and planting. While the defenders in the front ironically if you never kill them will prob never pull back because they're trying to farm kills for weapon unlocks

daring hazel
upper pike
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that is true, but no i mean no one will toss smoke and charge in, most attackers camp and lose the game because objective= nothing Kills = Progression

daring hazel
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The objective buildigns should not be fully destroyable. Once that happens its impossible to defuse or plant if a team is half decent

polar carbon
daring hazel
polar carbon
# daring hazel theres a bunch of maps where I noticed its become a problem..some people have go...

Yea, I've been noticing this a lot. The last time I played district, the building was leveled before we even got past "defenders are backing up" stage. That was fucking infuriating.

With how the map forces offense to move, there was literally just no way to even approach the enemy, even smokes don't help because it's effectively a 270 degree area that's unplayable and can all safely look at that building, and offense doesn't have enough angles to play to keep the sides in check or take map control.

https://i.imgur.com/uFecOha.png

Not the best picture, but it's very close to this. Because you can't flank past the pipe in woods side, and clear out behind the house, defenders can sit there 100% safe from their flanks, meaning at all times you will have defenders there looking towards objectives. That entire front area of the house is a death zone, which will have everyone on the side and in the objs staring at it.

You can't go around back of the objective, either, because across the cliff there are a ton of snipers just hanging out on the rocks, so the entire northern portion of the map is completely locked off, and there is no way for offense to get an angle on those players at all.

Which means, at all times, defenders ON the points are completely safe, because there's no height area for offense to get an angle on the points without being exposed to woods or north or obj site.

That means the only way to approach this fight is up the cliffs below OBJ, then clearing out the ENTIRE building, blowing up the log piles on defenders climb up, and then using obj building itself to LOS the snipers on north and focus on making sure defense can't climb up, and hope that enough players can stay alive to prevent the north climbup from making it inside.

However, if the building is destroyed... there's nothing you can do at all. You approach the bomb site anymore, no matter which direction you choose, you are exposed on multiple sides, and defenders can lob

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grenades from below onto objs without any worry of missing, while snipers cover objs from the ridge and woods side, without fear of retribution, and any offense going onto site get sniped while dealing with defenders already on site, making it from an extremely difficult to take site to literally impossible

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https://i.imgur.com/1gGgSsu.png

This is pretty much the only offensive route you have. Once building has holes or is gone, the round is over with no hope of winning. You need players to hold that little ridge outside, destroy the log pile, then more to clear the building and plant, and then hold the building, even going around the corner to try and hold north climbup is near impossible due to north cliff snipers

oblique sage
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On some maps / game stages (by stage, I mean sets of bomb sites, like how each map has something like 4 pairs of 2 bomb sites the attackers have to blow up), I’ve noticed that the distance between a bomb site in the next stage and the end of the attackers current playable area is quite small, allowing for a cheese strategy where once an attacker is certain that they’re going to advance to the next stage, they high tail it to the edge of their playable area closest to the next bomb site. Then, they camp there until the “defenders are falling back” timer goes to zero, and they Zerg rush the bomb site to plant the bomb within seconds.

This would be all fine and well (it is the name of the game mode after all), but in certain maps and stages it is a lot more difficult to play against.

For example, on Salhan, when the bomb sites are across the bridge in the Oil Refinery area, the attacker’s playable area is super close to one of the next bomb sites in the next stage— specifically, the bomb site in the open lot surrounded by construction fences and 1-2 story houses.

Once the attackers blow up the oil refinery bomb sites, the defenders have to run back over the bridge (or die trying), quite a far distance to get within a reasonable space to defend the next sites.

The long distance the defenders have to run, combined with the short distance between the edge of the attacker’s playable area and one of the next bomb sites makes this “cheese” strategy pretty overpowered for the attackers, if they use it— there’s not a lot of counter play.

My suggestion would be to take a look at:

  • Decreasing between defender spawn positions & their next bomb sites they have to defend (we should be able to spawn in the spawn position of the bomb site we are going to be defending next as soon as the thirty second countdown begins)

  • Increasing distance between attacker playable area edge on stage N and bomb sites on stage N+1 (making it so if the attackers camp the edge, they have to run further)

  • Allow defenders to spawn directly on bomb sites they are going to be defending during that 30-second count down (since the bomb sites are still not in the attackers playable area, this is fair since we’re only allowing it during the countdown)

river salmon
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I'd like to see the game mode go round-based. Each team plays 2 rounds on offense. Essentially making it a best of 3. If the score is tied 2-2, then each team could play an additional round for the tie breaker, or it could be based on plant time or tickets remaining.

I would also like it if the game didn't always begin at the first scenario of the map. If the gamemode went round based, we wouldn't always have to start from the "beginning" of the map. For example, on salhan, for round 1 the game could start at the buildings that are typically the 2nd scenario. Then round 2 could be back at the beginning scenario with the bridge. This would keep things fresher as you could play 2 games back to back on tensatown, but you wouldn't necessarily be playing the same parts of the map each time.

Some other random points: It would be cool to start both teams with some squad points so we can build and be creative. I would also like a grace period at the beginning of each round. Maybe 1 minute or so. I believe each team should play the same bomb site locations on offense and defense. RIght now one team can really get shafted depending on how bombsite locations spawn.

mystic torrent
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Favorite gamemode by far, almost exclusively play rust. Very happy with where it is at but my two complaints are:

  • Bomb locations should not differ when sides switch. This mode is competitive, there are sites that are more advantageous to one team over the other. The bomb sites rotating on a new map is fine but not when switching to attack/defense.

  • As much as I love using the knowledge that you don't have to be directly on top of bomb to plant or defuse, this should be detailed somewhere. Too many people don't know that the bomb can be defused/planted as long as you're A) in the circle and B) Line of site

frigid sluice
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Stop resetting the score board between rounds/side changes!

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annoying to not know how i did over the whole game as it resets

polar carbon
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oh yea I can't believe I forgot to mention that... definitely one of the worst parts about rush. Lemme see both round scores as well as totals!

still oriole
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yes please stop reseting scoreboard on side changes. Also extend area where attackers can push a little for a lot of the maps, its pretty troll when both bomb sites are next to each other

copper sundial
prime sorrel
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Put this mode in the quick match mnode rotation so people know it exists

simple vortex
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I don't think it's fair that the bomb locations change when you switch sides. Some locations are easier to defend than others, and I've won many times because the attackers could'nt get past the first site.

austere spruce
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Do not reset the score after switch sides, it is inconvenient to track your progress

wheat prairie
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I would love that Rush is possible at 127x127 with the addition that it's 4 objectives at a time and if we hit 1/4 objectives it opens up to 5/4 objectives so there won't be nade spam points, also once 1/12 objectives is hit, the round will end. For gameplay reasons you could add 1 additional objective so it's 1/13

upper pike
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If you want people to start playing the objective, sadly it would require turning off exp/weapon progression from non-objective play.

Issue is 90% of the community cares about the unlocks and weapon attachment unlocks, they don't care about the game mode
People will not defuse so the game last longer, People will spawn camp instead of defusing the objective behind them, etc, etc

polar carbon
# upper pike If you want people to start playing the objective, sadly it would require turnin...

Don't think this is necesarily true. Enough people try to play objectives so that the games play out pretty naturally. Not everyone has to be playing objective 24/7, there are 32 players on the team, as long as a few are doing so you will be able to plant/defuse regularly.

I mostly frag, but most enemies are around objectives, so me focusing on fragging is naturally playing the objective. I occasionally plant but mostly only if I notice no one else is doing it.

I haven't noticed any games in all of my 200+ rush games where it felt like the objective was just ignored, with the exception of team imbalance being so great that pushing an objective was impossible due to being spawn camped, however, this is almost universally a result of snipers being able to sit in blue zone all game. Once too many players give up and start blue zone camping, it becomes a 32v20 or worse, which leads to spawn camping.

Imo, disable sniper rifles entirely in blue zone for rush game mode. Force them into entering the neutral area before their primary weapon is able to shoot. Every single rush map has a TON of space to the side of the objectives, perfect for sniper play, but most just sit in blue zone all day. The vast majority of 1 sided games I have seen are because of blue zone snipers.

polar carbon
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@brisk forge do you know of any resources that have all the rush maps top down view, with the objectives and nogo zones? I want to leave specific, targeted feedback on some maps/points but I'm having trouble finding anything like this.

brisk forge
polar carbon
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ok thank you. Sorry for the ping, but figured it was ok since it would enable leaving great feedback in here

fervent totem
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no, there is no maps like that

polar carbon
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ok, that is unfortunate, thanks for checking. I'll see if I can grab a few screenshots when I play today then

copper sundial
graceful estuary
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remove Salhan from Rush mappool, its the same camping experience every time with both teams getting stuck on the first spots.
and if one team makes it past those first 2 spots, its probably been unbalanced teams...

light glen
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Salhan is arguably the best rush map what are you on about

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First set can be a bit tough sure its not that bad

polar carbon
# light glen Salhan is arguably the best rush map what are you on about

salhan is ok, but it has a few major issues.

first set of points is terrible, can be impossible to push if too many players on offense are blue zone camping. The only flank (long tunnel), is extremely easy to shut down because it's a single, small choke lane. A couple of well placed landmines and someone with a p90 or FAL can shut down two squads pushing since they just don't have any room to maneuver. Otherwise, it's basically running into a meatgrinder near the bridge or pipe side of the map.

3rd/4th set of points can be cheese planted, because offense can respawn and run to edge of zone, beating defenders there, or intercept them during/shortly after their retreat phase. I often get 10-15 kills for both these set of points as I go to intercept the defenders as they try to retreat, and can sometimes do that AND get a plant or two(though usually I don't cheese the plants)

Salhan would be ok if the first set of points was reworked a bit, snipers were disabled in blue zone(dear god I wish this was a thing, would probably solve half the rush issues), and the retreat phase was changed so that defenders could actually retreat/respawn in a way to defend the sites adequately.

light glen
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True

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Its one of those ”not ideal objectively speaking but satisfying nevertheless to play” for me

polar carbon
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I think a decent number of rush maps are really close to being really good. Mostly, it's 1-2 objective points here and there that are problems. IE, district is actually really good imo except for the 2nd set of points, on the hill

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Lonovo on rush is pretty good as well, there's 1 set of points that's way to thin/close to borders, even though I don't like lonovo all that much I think it plays ok most of the time

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salhan is close, just the first set of points that's not so good. The others play well except for the transition time(defenders falling back), which I think is something that needs a bit of work independently of specific maps.

frigid helm
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Rush is a very good game mode. One issue I have seen is people talk about in game is the random spawn locations of objectives.
I think thats perfectly fine, but the spawns should remain the same for the entire game. So attackers and defenders get the same objective spawns. I believe curerntly, when the sides switch over. They can have different spawns.

quartz rivet
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Not sure if this feedback has been posted yet about Rush, just been checking in since I've last posted but I had an idea. Situation is: We were on Attack and trying to push the objectives. The team we were up against was extremely good at defending the point and for the majority of the game it was a one sided game. Well we were able to get on to the first point and the other teams defenses started to crumble. We blew up the first objective and now had to push the second objective. *Problem *: We had 30 Tickets left and 8 mins left in the game. Solution : Could we potentially add a way to recieve more tickets after an objective was destroyed. This enables teams to want to play the objective more often than just playing TDM to ensure games go longer and also incentivize objective playstyle? I'm not suggesting adding an insane amount of tickets back, but I would like to see more games go for the time limit than rather end because no more tickets remaining.

polar carbon
quartz rivet
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I believe with how it works currently, is you only get more time and tickets when both bomb sites are destroyed.

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Could be wrong, but I believe that is how it currently is set up.

polar carbon
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oh. Yes, that's correct. I misunderstood your suggestion

quartz rivet
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It's all good! Would have to do some testing to see if enabling more tickets after one objective is destroyed would make the mode better or worse. I know from personal experience that I've had some games that if we just had a few more tickets we could have squeezed out the objective and pushed further on attack.

polar carbon
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A lot of maps are pretty offense oriented already, it might make it impossible to defend. I don't being offense oriented is bad for rush, but I do think that it's too easy for a team to get demoralized when they get pushed to the end and give up.

I usually play only offense(swap at mid time), and what usually happens is I push all the way to the end in the first half, then the defense gets demoralized and all start spawn sniping, and can't get past the first set of points on the second half. But it's not because of a team diff, it's because they gave up and aren't pushing objs.

I had a game a few days ago where I had over 60 kills, planted the bomb multiple times, on the first set of points in the 2nd half, because we had 15 players spawn sniping. I was basically the only person who left the blue zone.

That was after pushing all the way to the end and having about 120 kills on the first half offense. The 2nd half offense could've very easily won/tied that game if a few people pushed up with me.

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And it definitely could've been my highest kill game ever.. 60+ on the first set of points is just insanity. But anyway,

I think this brings up two points of feedback.

Blue zone sniping is ridiculous and ruins rush, imo snipers should be disabled in blue zone for both offense and defense. All rush maps have huge zones to the side of objectives, snipers should be forced to play in the playable zone to prevent the issue of a bunch of people sitting in spawn sniping.

The 2nd is a tiebreaker for if both teams push to the end. I'm not 100% sure what form this would take, but that would help a lot in the cases where the first half team pushes all the way to the end to help the 2nd half offense from feeling demoralized

quartz rivet
# polar carbon A lot of maps are pretty offense oriented already, it might make it impossible t...

I've read through other individuals saying something similar to this idea.

I don't know what is usually favored and would love to see the statistics if @brisk forge could somehow get them from the devs. I feel as if I have about equal amount of games to which both sides end up winning. I tend to favor defense because I can run around and I don't feel bad dying a bunch because I don't have to worry about tickets.

polar carbon
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reminds me I still need to leave more feedback, I got some screenshots but haven't gotten all the maps/points yet or written down my thoughts.

I honestly think rush is extremely close to being a fantastic game mode

quartz rivet
# polar carbon A lot of maps are pretty offense oriented already, it might make it impossible t...

One of the problems that I have seen with blue zone camping to begin with is that usually that it tends to be a team imbalance. ( Not saying Blue zone camping is good) But from my experience cause I only play Rush is that teams are usually imbalanced which leads to this. The other counter argument for Blue zone sniping is that most maps don't favor offense and that tickets are so valuable that even myself I do find myself abusing blue zone to get those objective kills on those individuals that are camping in a position that my team is struggling to get too.

On District which I know is everyone's favorite map in this feedback forum, the second point on defense is hands down my favorite objective because I can camp in my safe zone and literally the offense has no way to get to me. So, I sit and just snipe to my delight and have a great time farming points. I think what we could probably fix as a whole like you suggested is the maps overall. Currently we could do some adjusting and make some of the maps a little better.

Tiebreaker is a fantastic idea. I believe it is already something that was in Demolition back in MW3 when I played religiously. If you both tied it pushed the game into tie breakers and would just help extend the game out even further. I love being able to play longer games and having the ability to accumulate more points! Though I believe we might have to find a way to incentive players to play the game mode and would have to find a way to give points for those pushing objectives.

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If I could I would prefer to run around and snipe in rush to begin with because I love sniping and quick scoping in fps games to begin with. I find it as a challenge to kill people with a sniper when facing up against someone using a smg/lmg/or an assault rifle. But like I've said tickets exist and make it a little bit more difficult to play that way.

quartz rivet
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I see a lot of newish players complain about Rush because they don't understand the objective or they don't understand how to go about playing the game but for the most part 32 lobbies are always Rush.

polar carbon
quartz rivet
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Oh I know

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I know I'm abusing it, and only just yesterday had individuals who set up to counter me.

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District needs a rework for sure because Defense in my opinion is too favored on that side

polar carbon
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also, defense has infinite tickets 🙂 but despite that, you see blue zone camping on defense as well. And the big thing is that MOST of the time the team diff is a result of blue zone sniping. In rush, you can predict which team will win with 90% accuracy based on how many blue zone snipers each side has.

every single blue zone sniper is one extra person that's missing from the front lines or playable zone, which in turn, means flankers/rushers can't do their job, because it's effectively 20v30, and every angle or side is covered, and even if you kill an entire side of players, the team STILL doesn't push up as a result

quartz rivet
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That is why I love defense with inf tickets 😄 because I can play sniper and not feeld bad 😛

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I will say there are some really really good rush maps designs though.

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Valley in my opinion tends to be a great rush map on both offense and def

polar carbon
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Like the example I gave earlier where I had over 60 kills and multiple bomb plants - I was basically soloing half the enemy team at a time and getting a plant off, but eventually I take a hit and have to bandage, heal, reload, or straight up run out of primary ammo, and there's no one on my team to distract the enemy or keep them from moving around freely.

quartz rivet
# polar carbon also, defense has infinite tickets 🙂 but despite that, you see blue zone campin...

I will say though, good players know this already but I don't think enough players use Smoke Grenades when pushing objectives. When I'm having a great sniper game I know who the good players are on the other team with how they smoke an objective cause they know exactly where I am at and know how to block my field of view. Usually on offense I tend to tell teammates smoke and push, smoke and push!

polar carbon
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We had 20 or so snipers on that team, I wish I had some screenshots but didn't think about it at the time. All just sitting in blue zone

quartz rivet
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Yea and I think that just comes down to people wanna play certian classes as well. I've had a game just last night that over half the team was snipers on defense on salhan and we uh got smoked real quick.

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I've yet to break the 100 kill barrier mark on Rush, 95 and 92 were my highest games so far

polar carbon
# quartz rivet I will say though, good players know this already but I don't think enough playe...

I use them, but frankly they are incredibly unreliable atm with how they work. If you get close to them, you can see through them(forming 1 way smokes) which means using them aggressively is a very large risk, any knowledeable player will run into your smokes and now you've given them a 1 way smoke.

Using them on yourself is ok sometimes to pick off an exposed defender but smokes would need to be reworked a bit to get better use out of them; they favor defense more than offense regardless of how you use them

polar carbon
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My best rush game so far was like 95-3 or something along those lines. Not the most kills in a single round, but it was quick and overall that was just such an effecient game for me

quartz rivet
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Yea I can see your point, but I think the same can be said with using a smoke on offense. I've made a few 1 way smokes for our team that has lead to us winning the objective over but something to be looked at for sure.

weary zephyr
quartz rivet
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Salhan Rush Map needs some help. It feels as if 90% of the time on attack the enemy team on my current team is predominantly snipers because they can sit in blue zone the entire game and defense has no angles on the sniper positions.

Salhan also feels as if the game never gets passed the first objective due to how horrid it is to push the objectives. Defense always has the high ground and the attacks are always tunneled into one spot.

quartz rivet
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Will work on providing more feedback on District Rush whenever I collect more playtime within the map

dense bolt
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Two things: Would be great if during the team change it kept your score,

and more seriously: the objective spawns should be symetrical for both teams. Pretty frustrating for the enemy to get the easy objective spawn and you get the hard one, yeah?

obsidian shale
# dense bolt Two things: Would be great if during the team change it kept your score, and mo...

exact same thing I came to say.

just played two matches

the first was on Namak and the second on Salhan.

Namak:
Attack - First round: Enemies had both objectives in the same building, lost with 0 obj destroyed.
Defend - Second round: Our team had the objectives approx 200m apart, making the attack atleast 50% easier with the team having to split up.
Lost 0-1.

Salhan:
Defend - First round: We had the leftmost and rightmost objectives, making the biggest split a team would have to do, to defend the objectives.
Attack - Second round: The enemies had the middle objective and the leftmost objective, making it thus easier to defend.
Still ended at a 0-0 draw.

Conclusion:
Rush gamemode NEEDS to have the objectives' location stay the same for the side switch - if defending Team 1 had the OBJ at location A and C, then after the switch the objectives should also be at location A and C for defending Team 2 and not anything else.

round wadi
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Small feedback for final polish type things. I’ll let the others talk more about map and balance adjustment.

  1. The switching sides screen is far too quick. I find myself wanting to know my score for round 1 but the loading screen kicks in before the scoreboard loads. Either keeping score between sides or having an extra 2 seconds or so of “changing sides” would be nice.

  2. I often find that me and my friends don’t notice when the objective is planted because the text on screen either isn’t appearing or isn’t that noticeable. Also the icon doesn’t change all that much when it’s at a distance. It would be nice to have an audio cue/announcer or have any planted objective icon become more opaque and grow in size for a second size then shrink back to normal.

  3. Would also be nice to have ticket count on screen or some audio warning when it gets low so people know the game is getting close to being over.

polar carbon
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https://i.imgur.com/e7apDqw.png

quite possibly one of the WORST points I have ever seen in any game ever, what the hell was the idea making an unpushable sniper line where the entire team can sit and overwatch the bombsite?

ebon owl
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Please for all thats holy make the bomb spawn in the same spot for both teams, its unbelivably unfair that they dont.

runic beacon
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i think there was an issue where a game of rush started but when the timer started, not everyone spawned in at once on defense so the first objective got instantly swarmed before defenders got into position. Seemed pretty awkward. Don't remember if it was obvious when the game was starting

balmy pendant
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XP per kill should be doubled or even tripled in Rush to make it viable to level up as consistently as you do when playing other game modes. As it is now it's difficult to get XP in Rush.

quartz rivet
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The simplicity of Rush is what makes it enjoyable for most individuals. Domination is literally just run back and forth to objectives swapping with the enemy team and getting loads of experience. Rush allows people to play TDM essentially which helps new players get used to new guns/maps and the game itself.

balmy pendant
# quartz rivet You get plenty of experience in Rush, while it's not as easy as it is to get in ...

I get much more than 50k XP in other game modes, with 50 or more kills per match. I can drop the same amount of kills in Rush and get far less XP because in Rush there aren't multiple objective I can repeatedly cap. Hence the only thing you can do to equal out the XP and make Rush viable to play and level up as fast is to double the XP of kills. It won't turn to TDM just because of that. The whole point is to make the XP equal to other modes, not more.

#

Kills already give XP and it doesn't turn Rush into deathmatch

balmy pendant
quartz rivet
balmy pendant
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It's not "abuse" but ok.

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And I'm trying to come up with a way to get more XP so you don't have to feel like you must play frontline or dom or level up slow as hell.

quartz rivet
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I'm lvl 180 and I have mainly only played 32 Rush and I have no issues with xp.

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I'd rather play rush then run from point to point playing domination. Is it more experience? Yes but you could literally remove killing from domination and the scoring if everyone rotated from point to point would be absurd.

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Also it comes down to what players enjoy to play because the goal is to have fun. I've suggested previously I think Rush should remove tickets and create a more chaos mode with people being able to run and play the objective more at that stage you could also bonus xp for winning and losing.

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---Also to add I would agree with your point if the nerf to experience and leveling was what it was previously now you can easily level up basically once per game which is 3x faster than it was previously.

balmy pendant
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Did you play Rush in bad company 2, bf3 or bf4 @quartz rivet

balmy pendant
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Feedback: Would be nice if the sound of the bomb being destroyed was a lot louder so it's more obvious to both attackers and defenders. For example if you look at this timestamped video there is both the very obvious audio queue and visual queue of the bomb being set off: https://youtu.be/cbhHjOqo3cw?t=557

Battlefield 3 in 2021: Damavand Peak - Rush Gameplay No Commentary. #BF3​​​ #Battlefield​​​ #Gameplay

▶ Play video
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There is also the announcer saying "charge has been set"

polar carbon
# balmy pendant **Feedback**: Would be nice if the sound of the bomb being destroyed was a lot l...

Could also use a bit more oomph on the explosion when it's detonated. Doesn't have to kill people around it or anything, but a longer lingering explosion sound and a bigger animation would be cool.

There were videos from back when you could stick a ton of C4 on a single target and make a huge boom; a scaled down version of that would be great

https://youtu.be/iiSsyKBl9C4

goodbye brave trooper
you were the best spaceman VilopDF

▶ Play video
balmy pendant
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Rush on namak is awful for defense due the lack of rotations/flanks, ESPECIALLY the last bomb site. Not fun at all.

violet sable
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Draws feel bad. You fight back and forth for 30 min to only see a draw. Consider using time (team that progressed the farthest the quickest) to break the tie, or sudden death! Would be fun to spawn everyone with one life and two neutral bomb sites. First team to blow their target up wins.

polar carbon
peak stream
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It would be nice to play rush in OCE but no servers are ever up but we have 10 127 servers... can we please just leave one of each game sizes perm open

violet sable
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@peak stream custom servers will solve this

balmy pendant
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Feedback: It's really unsatisfying when you can see an enemy right in front of you but you can't pull of much off a play because there's an invisible wall in front of you and so the enemy can just cheese that fact. This is especially noticeable in Namak where on the Russian attacker side, there's a bunch of building with windows where the enemy is slightly elevated and can hide behind shelves and you cant do anything about it besides frag them but they just cheese the invisible wall.

#

Would really like it if instead of an invisible wall there was actual environment details that blocked such cheesy sight of lines.

balmy pendant
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Feedback: The games end state finishes so fast its possible to not even know whether you won or lost a round.

polar carbon
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easily the single worst bombsite in the entire game

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literally impossible to push up on height, get shot in side and back from unpushable angles. Whoever gets height first always wins the round

river salmon
dull shard
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The objectives are in horrible places on most maps, there are invisible walls everywhere which on most maps makes it to there is 0 flanking potential and are just generally annoying, lots of times im running to cover and then die cause there is a invisible barrier blocking me from getting behind cover. The games end extremely quickly so is there no way to tell if your team won a round or not. overrall feels extremely clunky and unfinished to play needs rework immediately cause its shitty and extremely frustating to play.

still oriole
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every rush map needs to extend bounderies for attackers. its asinie everything is just choke points into explosive spams. smokes don't help. me going 60-20 doens't help rushing in either cause the avg player will never push they just funnel group

polar carbon
heavy socket
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i find it silly that there is even walls on a gamemode like this to begin with. most of the times the only way to gain the upper hand on an objective is to flank the enemy. those walls remove any play that could turn the tide of the match. All defenders have to do is look forwards and win. Also dont like snipers being able to sit on buildings you cant reach because walls / enemy territory

solar igloo
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Rush could use some vehicles on the maps to add some variety and power to the teams. It would be cool if on the first point of an objective one team got like a BTR, but the other didn't. Then on the second point the other team does get a BTR or little bird. Could spice up the gameplay on different maps a lot

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A major issue with the worse rush maps is that the spawn areas are simply too close to the objectives. A lot of times there simply aren't very good flanking routes due to being literally unable to walk in an area (the dreaded green line that blocks you). Other times the attacking team actually basically gets an objective for free because their spawn is right up on an objective, which is basically impossible to defend because of that.

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When the objectives swap, it would be fantastic if the spawns swap/change in the defending side BEFORE the new objectives appear for the attacking team. Sometimes the objectives are so far away, and you're busy getting shot at in the front of the previous objective. You'll get shot, die, then have to wait for the objectives to swap to get a decent spawn point. By the time you arrive though the enemy is already right up on it (mostly due to the previous issue as well) because you had to wait to spawn in, and generally the defender spawns are farther away it feels like.

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TLDR: rush could be majorly improved with spawn zones that are further from the objectives, and spawn adjustments between objective captures. For the attacking side, there should also be more ability to flank behind the points to reward smart play.

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Also, major complaint. There NEEDS to be more ways to gather squad points so walls and fortifications can be built more frequently.

balmy pendant
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Playing bad company 2 right now, the rush map design is miles ahead of BBR its day and night.

high garden
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Show where the edges of the mpa are for each set of points, the tech already exists, why do i ahev to checked the damn map every three meters to see if i am going to run into an invisible wall, give us the same checker board user everywhere else in the game

upper pike
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Rush suffers from two things
-way too much destructible cover on some points that it becomes offender/defender sided
-Objectives can be in different spots on attack/defend and some points are WAY WAY MORE sided for one side. Some they can literally plant before you can get to it if you're alive.

lofty axle
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obviously player counts are decreasing but I literally cannot find a Rush server anymore in this game. about 1 week ago it was not an issue what so ever but the matchmaking and available servers have just fallen off a cliff since then.

it seems like the number of official servers has decreased to about 1/4 of what it used to be in a matter of days, with only 2 or 3 official 32v32 EU servers still running, neither of which have been in Rush in the entire time i've been checking for the past few days.

shit sucks cos I prefer the more structured gameplay of Rush mode and playing things like conquest gives me an aneurysm with how disjointed the flow of the matches can be, with little to offer a player who has no interest in vehicle combat, other than long walks and mindless zombie marches of 100 men into 1 single objective like a meat grinder.

if the devs insist on downsizing the official server count to reduce costs by any means necessary, they should at least have 1 server per game mode available 24/7. it's not right for the devs to shift the responsibility of server maintenance onto community servers just a few months into an active game's lifespan. it's been a few weeks since i've bothered using the default 32v32 matchmaking playlist as while it used to give me a quick Rush match 80% of the time i queued, i now try 3 times to no avail and give up.

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2 servers running Rush currently, worldwide. neither are official servers and neither are EU 🫤

solar igloo
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It's because rush sucks currently lol

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There are a few 32vs servers, they just aren't running rush right this moment

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There's an assload more outside the US

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You can scroll down for a bit on this

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@lofty axle check your server settings. Look for 32vs32 servers that aren't specifically running rush. They'll probably end up as rush before you know it

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The Chicago servers just got chopped and are to be replaced. So I wouldn't be too pissed about the low official server count just yet

balmy pendant
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So even if you find a 32v32 rush it won't stay rush for long, and same for every other size (64v64 and 127v127)

lofty axle
# balmy pendant The reason Rush died is because of how oki implemented his "random" vote functio...

thanks for the explanation. i have played less for a couple days (because of the Rush "issue") so i wasn't familiar with how the random vote worked. i thought it was a great addition at first but in my first match i saw about 40 votes for a random game mode and map and was so confused why so many votes were being casted LOL. that is perhaps the most mind-numbingly absurd feature in PvP matchmaking for a game with lobbies this size i've ever seen

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it just makes no sense lol. in the past you either were someone who doesn't care what mode/map you played, in which case you never casted a vote to begin with and were satisfied no matter what. OR you did care what mode/map you played, so you voted for it, with the most voted option getting chosen, satisfying as many people as possible.

now the careless group are unaffected, but the people who do care just get ineviatbly bent over at the end of every match my 50 random votes from people who couldn't care less what happens and are too clueless to actually vote

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it always boggled my mind that the default matchmaking was based on lobby size rather than game mode, but this is just another pointless move towards unnecessary anarchy in matchmaking/server browser

violet sable
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Could you try giving feedback without using pejoratives or insulting 'other gamer types?'. It's always going to have more of an impact that way.

solar igloo
# violet sable Could you try giving feedback without using pejoratives or insulting 'other game...

As an actual expert Gamer, I'll have you know that other "gamers" just don't get rush 😮‍💨. All they do is sit back and farm kills while I'm the only one rushing forward and PTFO. Um, the point of the mode is to BLOW UP THE OBJECTIVE??? Truly the intelligence of the battlebit rush playerbase is at an all time low. You can barely win matches anymore with these "gamers". Don't get me started on the rampant camping of these sub-human "gamers". It honestly makes playing attack as unenjoyable as going to church every Sunday with my parents. I don't understand why people don't play like men and actually get into a gun fight with me - probably know they'd lose if they had to. It's ridiculous. Rush sucks, that's why it really died. And it's the "gamers" fault.

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Would be cool if voting could be fixed though so I can play it more.

fallen totem
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I think the red zones and invisible walls should be tweaked.

Im calling the forbidden zone where screen goes red and given 10s death timer "red zone" in following text.

Currently, there is no way to know where the invisible wall is or where the red zone is without opening up the map.
It feels very unfair to run into a red area without expecting and dying due to not being able to fire.
I understand the aim is not to spawncamp, but there is 10 second timer anyway.
I think it would make sense to be able to see the red area before entering, and be able to shoot in it.
Sometimes when objective advances defenders dont have enough time to retreat to the new line.
I also died too many times to the invisible wall because its impossible to remmember for each map and each objective stage.

In my understanding Making us able to shoot in red zone is probably prevented to stop spamming it, going in for 9s then coming out and doing it again.
I think i have a better idea for improving this:

  1. being able to shoot in red zones.
  2. implementing a reverse timer that counts back when we are back in the play zone. Here is how it could work:
    when we enter red zone, regular 10s timer times down.
    when we exit back to play zone, it doesnt immediately reset back to 10s, but rather it takes 10 second to reset back to 10.
    for example: if i exit red zone with 4s left and enter again in 2sec, i would have 6s timer(4+2) instead of 10 second.

I think that will correctly offset being able to shoot in the red zone and also prevent spamming/abusing it.

(I also think we should visibly see the red zones and invisible walls if we get closer to them, since there is no minimap in this game.
but the fence/mesh type texture for safezone is way to distracting imo, my suggestion is using a red line on the floor that gets brighter as we get closer to it.)

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Made a littile diagram to illustrate my suggestion.

solar igloo
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Idk what this is, but it's probably better than what we've got

fallen totem
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i hope devs take a look, because not being able to shoot shouldnt really be a thing imo.

solar igloo
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Rush in general just feels a bit off to play

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There's no vehicles, the spawns can be wacky. They expect you to RUN to the next objective as defense so you just get shot on the way leaving it wide open.

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Like, it's just overall a bit unpolished. Rush with custom asymmetrical vehicle spawns depending on what objectives you're on is fantastic when done well

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Current rush just feels a tiny bit lazy imo

void cipher
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====
Today i say strange thing i dont see before. SECOND plant of charge CONTINUES the time of PREVIOUS plant?? What, the, heck?
Seems actually is not a BOMB but a DEVICE that hacks firewalls bruteforce.

Also BF instead of BB has simplification that continues game even if 00:00 reached until charge is ticking. Same with disarming - bomb never explode if somebody disarming. Kinda not real but adds adrenaline a bit.

full pelican
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There should be a more agressive autobalancer on rush. It seems to be a common trend for people to leave a game if the team's losing which makes the weaker team even weaker

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It's hardly ever balanced

frigid stump
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Objectives on rush shouldn't be moved when teams change sides. Some objectives placements are WAY more difficult to attack than it was for the last attacking team, makes the game mode often feel 1 sided

inner onyx
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gamemode needs a serious fix, when the bomb is planted, the game should not end/switch sides when attackers reach 0 spawn points, the round should continue untill the bomb go off or defenders defuse it, its really jarring when u're attacker and round ends despite having last bomb planted

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also another thing - there's barely any opportunity to obtain squad points, one could argue that its a good thing, cuz defenders could fortify objectives, but attackers could put spawn beacons, idk, playing support class is a bit meaningless without the points, maybe do so killing ppl near objectives grants points, not much but something

sinful summit
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not a huge Rush player, but feels weird that stats don't roll over for the match after switching sides. not a huge issue, but kinda annoying if it's intended.

hollow vessel
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Horrible UI, Most objectives are impossible to retake once attackers have zerged an objective due to being in close space or a completely open space and bad spawn points.

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Building is also practically impossible due to lack in squad points

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AFK is also a massive problem due to low player count (32v32)

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C4 spam on a planted bomb is also quite severe because it cant exactly be countered if done from a good angle

sinful summit
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ok, i can't remember where somebody posted about the restricted zones and related spawn camping/sniping issues on some maps/modes, but FFS the whole not being able to shoot while you're in the restricted zone in a game of rush after the objectives have moved up (e.g. as a defender) feels REAL BAD MAN. please change that. reduce the auto-kill timer or something to balance it if you have to, but that needs to change imo

sinful summit
inner onyx
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it is annoying, but gamemode needs major fixes
UI and sound feedback: its so easy to miss that bomb was planted/defused, also the objective HUD can be easily missed as well

Bomb being planted should have a priority over the amount of spawns, round should end when defenders defuse the bomb when attackers reach 0 points, the amount of times i lost rounds that could've been won by last attackers standing is quite a lot and its not like ppl who cant spawn due to 0 points would wait a long time either, max 20 seconds

red zones could be 5 seconds instead of 10 but with ability to shoot

all other modes have a start timer, rush doesnt, which often leads to attackers just steamroll sleeping defenders that fiddle with their loadout instead of immediately playing, unless everyone immediately play, then it mostly ends with a tie lol

Spawning on squadmates that are near objective is really funky, it spawns u waaaay too far than it should, i kinda get the intention of not being able to spawn on top of the objectives, but at the same time why not just scrap that entirely, most of the time defenders win this gamemode anyway or ends with a tie, so attackers being able to spawn always at their squadmates would give them a lot of advantage, it worked like that in BF3 and at least imo - it was alright

clear fiber
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I'd add (as I play/played a lot of Rush), some spawn points for both attackers and defenders may be pure ass. you need to make a long run to where the action goes and then it may be just swarmed by enemy team, making the objective nigh impossible.
another fact is that bombs spawn in different locations which can pretty much decide the outcome of the round. like on Lonovo, the 3rd (or 4th) round bombs can appear between building and under the bridge, pretty close to each other, or one may instead spawn under a building - which, if defenders fortify it properly - becomes just an impeccable fortress.
and, obviously, points should be carried from one round to another.

inner onyx
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^ true
reworked district (old disctrict was perfect, but whatevs) is the worst, u gotta run like i'd wager 250 meters at least from one spawn to another, its so dumb in 32v32
and yea the bombs spawning on different locations each game may sound fun in theory, but in practice its just another annoyance and possible game deciding factor, take salhan 1st point, u can have free objective out in the open, just in front of attackers spawn, so its impossible to defend or literally 100m away very deep in defenders area building which is hard to attack, makes the maps and gamemode in general very inconsistent

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also frugis rush attackers 2nd spawn point is pure aids, attackers are spawning in a subway, which most of the ppl just get lost in it and its the cause of losing the games most of the time, or tieing, cuz noone knows how to exit the damn subway

clear fiber
inner onyx
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yea xd

sinful summit
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also why is there no UI for tickets for both teams?? you have no idea the status of the match

main juniper
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rush needs a start timer just like every other mode