#Short delay before advancing sector [Frontline game mode]
1 messages · Page 1 of 1 (latest)
Attackers/winners is the team who captured a sector.
Defenders/losers is the team who lost a sector (must retreat if they are too far)
How it works now:
When an area is captured, the fight is advanced towards the losers.
- Losers have to go back
- Losers die if they are in the new red zone
- Attackers have 0 delay and can attack in new zone
I noticed this more in smaller frontline games, in bigger ones, ususally a wall of players can stop a massive steam roll.
The issues:
- attackers sometimes get to new objective before losers
- sometimes it leads to a back-forth running spree, where teams lose and take territories too fast
- loser team defence points are empty
changes proposed
- Add a short delay(10 sec) after a zone is captured and changed
- during this time, attackers cannot push forward to the new zone
- losers work as normal (old zone restricted with the timer and damage thing)
This could provide the losers some time to get to their defensive point.
As well as give a short time for attackers to clean up the remaining losers in the old zone (now restricted to the losers)
The downsides to this is slowing the game down a bit and limiting a really good team of winning fast and pushing hard. It adds complexity and some confusion.
Perhaps it will also be necessary to block capturing for this duration as well, which may be getting complex (what if teamA captures sector, but loses it instantly?)
Anyway, frontline is one of my favorite game modes, definitely up in my top5 battlebit game modes, It's pretty good, but this is something that annoys me sometimes when I play frontline game mode in battlebit remastered available on steam
Do the method from battlefield one, where the you have time to retreat before the zones actually move. Also there could be an additional of a delay before a point can actually be captured. If the enemies arrive first, they would have to hold for a period of time before they can cap it.