#Invasion - Feedback
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This mode is literally just rush with vehicles
I don't really get why it had to exist 😂 . I feel like just bringing rush to 128 and adjusting it to allow for vehicles would've been better
Is there a timeout for Invasion? Seems like the rounds could run long.
I think something like tickets for attackers would be necessary
I never have seen the defense team win in the 4 games i played or lasting close to the end of the round
I really like this gamemode. It's a breath of fresh air, without rats and push and pull fights, not everyone flanking and back capping.
Isle on RU side feels like a fucking D-DAY
Big agree
Also one rhing i noticed is that the flags doesnt need to be fully captured for you to win or advance
you can just have 1% of it and you win
I actually like the multi-cap sectors for invasion and it's a breath of fresh air to play a mode where defending is a priority, however, but I feel like the mode is very attackers sided since they don't have a ticket limit.
Coming from a person who's played a lot of Squad, I would recommend a starting count of 2000-3000 tickets for the attackers and +500 tickets for each sector captured. That way Defenders also have a goal to reach besides waiting 30 minutes, and it would also be fun to see big attacking pub rushes when the attackers are almost out of tickets just to keep the game going.
I would also recommend that defenders get some time (about a minute or two) to take positions for the attackers, maybe some extra squad points at the start for defenders to build defenses quickly and set up for the assault.
Overall, this is a good gamemode, but it needs a little bit of tweaking to get it just right.
I will say its opposite
Attackers struggle
But that may be map dependent
thats why something like huge tickets can help, good ammount to just not matter but small enough that you can win by just killing and defending
other than defending 20 minutes
It would actually be something that would set it apart from Rush more. Defenders get Tickets and cant lose all Objectives, while Attackers have a timer. But in general 40 minutes seems like too long. Shorting it to 30 minutes or 35 minutes if unbalanced while also reducing the amount of stages would be fitting.
Or shortening the time but reduce stages by only needing to have 2 Objectives?
One thing is clear, its very defender sided on first impression
I don't think defenders should have tickets, since they're supposed to be on the point all the time. However, if you want the defenders to HAVE tickets, you can also give them a bunch (like around 9000) and force them to lose tickets when they lose sectors (about 1-2000 per sector). That way the balance is sorta even?
I'm entirely riffing off of Squad's implimentaiton of Invasion, which has the defending team at 999 tickets, and the attackers at 200 tickets, but when the attackers capture a point they get 100 tickets back. However, Squad has ticket loss for Armor and Heli's so it also differs from how BattleBit plays.
But I can definetly see some of the similarities between Battlebit's Invasion and Squads, and I would like to see a combination of the two.
Defenders shouldn’t have tickets, the attackers should gain some tickets if they capture a sector. As for how many tickets idk cus some maps are just meat grinder funnels while others you don’t have to respawn as much.
I think ticket consumption might have to be a per map balancing.
Yeah I thought tickets were still going to be a thing for this mode. Like, a few more tickets for attackers since they are attacking and less for defenders.
Other than that I like the game mode
i want the felling in bf1 when your team has 100 tickets left and we manage to push to the last sector and losing there
could making it so there are "checkpoints" every 33% of capture? means that holding the line totally is harder, and all progress does not get erased when the defnders clean up the attackers on point
I think Oki should've made an option to request a Rally Point placement from squad leader on the social/placement wheel
would've helped with this gamemode
i actually tried to use the squad leader stuff but people tend to ignore it
outside of the real medic that stayed with me on C to defend it
Eh I used it a bit. It's not totally useless as when you use the attack/defend markers your squad listens a lot better
my experience with it so far
give us voice lines for the points and orders
Make the voice actors be in a real firefight so it can be more authentic
Bonus points if they have ptsd
Why shouldnt defenders have tickets? Its an invasion, the invading force is usually the larger force (or else they wouldn't invade lol) and therefore cares less about losses (Enter Current Real Life Conflict parallel here). However Attackers are on a timer because allied forces, reserve troops or other nations supplying war supplies would reinforce the defenders and then the quick invade would lose its surprise effect and they want to take the capital and overthrow the opposing government quickly before that happens (something something 3 days something Kiev).
It could also be like Rush where the defenders just cant respawn after their tickets hit 0, but the attackers need to conqueror the current stage to win or else it's draw. It would shift things and would be realistic as fuck. If you want deaths to matter for attackers too you could also make it that the attackers lose 1 second or 0.5 second whenever someone gives up (though I am not a fan of that idea).
And the endscreen could show [Time left] - [Tickets left] or 0 if the defenders lost all stages. Instead of being bugged and showing 0-0.
is there a way that the defenders can win?
time limit only I think?
I think 3 flags is usually too many
What is the point of this mode?? Its like a worse version of Rush. STOP trying to reinvent simple game modes. 1/10
Its already hard to find a full server. Stop adding game modes that barely change anything. Conquest, Domination, Rush, TDM. Full servers.
I like it a lot personally
yeah a lot of the game modes feel like the exact same imo
its why I enjoy ctf bc there's stuff u can do inside it where the sole objective is something other than just shooting a guy
Invasion is a invasion, not glorified rush, lol.
Isn't the point of Conquest to not play TDM but to play the objective?
Because you know, ticket loss from kills is much lower than that from point control.
Or does this simple truth flies over your head?
I like the time length and there not being tickets personally
And like the game mode better then Rush
I know it's three dudes making the game but, as far as EA have fallen, no one does Rush as well as EA
At first stages from my side I will bust attack team at first stages with more vehicles or faster vehicles respawn.
From QoL changes will ask Oki to add:
- display time and amount of stages on map to track progress.
- give 25 mins at stages 1 with + 20 mins per next stage. So if attack team suck, they do not need to suffer for 60 minutes.
In far future ask Oki to add
3) reinforce to attack team at last 5 mins of stage like a special vehicles for final chunk.
4) Each time attack team captured objective, it will be harder to recapture for defend team. So attack team will get more time to allocate force to next objective.
also the frontline too small, no flanks
Agree with that
or just have the gamemode not allow defenders to recap? give the cap points checkpoints like at 25 or 33% where it wont go lower so the entire match isn't spent in the first two sectors
Not really, It's allright imo. More flanks will result with ratting, something INV doesn't have rn, and that's very good
free spawncamp kill farm nice job 👍 well done
with this new mode game feels less empty on the big maps i like it
yeah i kinda aggree attackers should have tickets
but i think it should be looked it some can be hard to pushed cuz they dont have cover
Invasion on maps like valley just bad, 10 snipers with (mk 20/mk110/mk200/etc) at one forest/hill what somewhere in the 100 or more meters
My English is bad, so it will be easier for me to say it on russian
На картах по типу valley происходит хрень, снайпер на снайпере сидит и снайпером погоняет
Trash mode, i don't understand why there are 3 points to take at the time. Every match i've played ended up basically by attackers pushing point on the one side of the map while defenders retaking point on the other. There should be 2 points max.
Also why defenders has access to the all same vehicles like attackers? Heli flanking is one of the easiest defending tactic to perform, basically rat behind enemy line in a heli and retake the point.
2/10
I really enjoy attack/defend gamemodes, I enjoy Rush in Battlefield and Battlebit, I enjoy attack/defend in TF2, I enjoyed the whole suite of MAG's gamemodes which where attack/defend. However, I'm not having as much fun with the Invasion gamemode as I had in any of those. It just seems to me to be a Frontlines copy, granted, there's a bit more defense in Invasion than Frontlines.
My issues with the gamemode:
It's too hard to capture all three points at once. Once a point is captured, the attackers run off and the defenders recapture it.
Defenders frequently attack the attacking team, pushing into them and eventually dying. By the time the attackers reach the objective, the defenders have respawned.
It just feels like Frontline with only one team being able to push.
Here are some ideas that I would love to be investigated if possible:
There only being 1/2 objectives at one time - At the current moment, you capture a point and then run to the next. By the time you've captured the next point, you've lost the point you just captured. In the few games of invasion I've played, the first set of points was captured exactly once, right at the end of the game. Having fewer objectives would allow the attacking team to better focus on capturing objectives without spreading themselves too thin and not accomplishing anything.
Longer respawn times - This would allow the attackers to actually exploit some of the kills that they are getting. At the current moment, the attackers can get a whole bunch of kills but the defenders can just respawn back on their buddies or even at the respawn point and walk to the objectives, retaking the objective really quickly. Giving the defenders an actual penalty for dying could help to enable the attackers to actually be able to capture points.
Longer capture times/Capture lockouts - Increase the time it takes to capture the objective. Either by having to arm the objective and wait for it to explode, like in the sabotage gamemode in MAG, or by just increasing the capture length. Having to capture the objective and then hold it for a little while would enable the defenders to actually counter attack after they have all been killed.
Give the attacking side more stuff - You're attacking, you should have more stuff than the defending side because defending is easier than attacking. Stuff like more tanks for the attackers while the defenders get premade bunkers, attackers being the only ones with helicopters, stuff like that. I played on the Isle and it's just a meat grinder, you have to get to shore firstly, then the defenders have tanks while you just have IFVs, etc.
Shorter timer/Attackers having tickets - At the current moment, the timer is way too long. It just devolves into the defending team killing the attacking team for like 40 minutes. An idea would be, either, giving the attackers more tickets per objective capture or giving more time per capture. So a base of a certain amount of time and tickets with more added after you successfully capture the objective. In my brain, they're a similar way to produce the same urgency, and limit the game time, just with different mechanics. TF2 uses more time as their incentive while Squad uses more tickets.
Defenders having tickets - This isn't my favorite suggestion but limiting the amount of tickets the defenders have could also be used. With unlimited tickets, defenders just throwing their lives away happens a bit too much, either pushing right into the attacking team or just instantly respawning so they can spawn right back on their buddy with full health and ammo.
I don't know if I'm trying to make Invasion something it's not but I just think with a few changes, Invasion could be better than it currently is.
I think this mode is a big improvement on Frontline. But it ultimately has a the same issue; there's no defender victory state other than timing out the round.
As far as I can tell, the attackers also don't receive additional time when they complete a phase. When this is combined with the first problem, you can get into unpleasant situations where the match's outcome is already decided, and the rest of the match is dead time.
it feels more like old bomb planting mode
what was removed
forget it name, maybe rush?
It's just rush with capture zones bruh. Rush is still in the game lmao, it's only in 32s
oh
Rush should've gotten a big update rather than push out this new mode tbh
I want vehicles in rush 😔
i do't understand why, but people play a lot on valley on invasion
and god damn it shitiest decision ever(snipers in hills, in forest, they even in you pants xd)
I'm always happy to play something other than Conquest
yeah that map is so open for attackers it needs some tuning. but yeah still perfer this than conquest
atleast i can see people are doing objectives instead of just runnning around and dont know what exactly to do.
yeah
i realy enjoyed a lot holding B on the tensa until most of the second floor walls was demolish
On Valley, the pipes can be blown up, but they aren't hollow, it's just a blank face. Think this could be made to look like an actual pipe without ruining peformance.
hmmm, maybe making more wider maps and adding a fourth CP would fix that
Isle at the moment does show how small the frontline can be
cause you're basically moving up and down a thin line (how the map is shaped)
and I do think the spawn walls do need to be apart just a bit more
I don't feel like I have any breathing room to set up any cover let alone my rally point when I'm SL
Isle is another shit map for invasion
Isle and valley
Just two open maps with no places to hide
Something rare in other gamemodes is seeing more than 30 people in a objective
It was something to hear those in the lower floor saying they have been overwhelmed
And that they are in the building onlt to hear more and more screams
Why need voice actors like in bf1 if our own playerbase can make us feel dread and that our doom is approaching
Isle is amazing. Attacking as russia feels like straight up normandy larp
idk, i don't like maps had sp much open space
because no fun allowed guys ( snipers)
Tbh it is kinda difficult to say how unbalanced it is when attackers have alot of time and can just keep puting the pressure until they finally break in
Snipers completely crying when i trow a smoke grenade
i use frag
Not saying you do but there are definetly ways to do it
as a guy who played defend few times i can say what maybe they need more time
like in valey they captured only 1 line and after what can't move foward
Played defense and attacker and what it usually boils down is either defenders gets quick overwhealmed or we hold for 10 minutes but lose anyway because attackers have a shit ton of time
Never saw a defender team win in the 7 matches i played
if game allow you to use different grenades it will be cool
most of matches yesterday i played def and they won a lot
like for normal classes 1 frag 1 smoke
and for heavy 3 frag, 1 flash, 2 smokes
or choise
what and gow many types you want to bring with you
like someone in frag rpg7 feedback saying about using different ammo with one rpg7/rpo7
Or you know, any cover lol
Snipers are possibly the easiest thing to counter
You can do that in open field. Just start running and jumping 180° mid air
Basically
m110 go brr
The onlt time they are the most dangerous class is when you dont even know they are aiming at you
Tbh that would be to any class that uses
Not just sniper
And i rarely see sniper running dmrs since why do that
200 snipers whar are hiding in forests / bushes
So far it feels like attacker have too big an advantage as I've yet to see the defender win. I don't know how I would address that but maybe tickets or longer spawn times could work, a shorter window of time before 'losing' could also be an option.
Im not sure I agree with people saying rush would have been better because a full server fighting over a single objective would probably be too much of an explosion fest to be truly enjoyable and I say that as someone who loves rush above all else.
For me its the opposite, Defenders almost always won
Really? I played like 6 games of it and out of the 6 game I was attacker 5 times and won every single one of those. The one time I was defender we got crushed. I guess it could be a sample size issue.
Thats my experience aswell
i feel like defenders are in such an advantageous position, no flank routes
can u add in more flank routes pls?
I think thats a lie
idk tho, didnt play for a lot, the time i did, we were getting camped
In the maps i played i saw alot of flank routes or more than one position atackers can advance
really? alr
Also that even with some points being in the back they tend to be captured early
Even faster when one of the first points are capped end you get straglers running around
Let me like
Pull a pic of the map im saying
Im shit at remembering names outside of namak
Me like namak
Ok it is tensatown
Second phase you can basically see back capa happening often and people on the defense team having to retreat so they can get it back
Leaving the other front points weaker to defend
we were pushing slowly on phase one, but i didnt play for long
First phase though it can be defender side
Not sure since we got steamrolled fast
Actually no we held for 10 minutes in c
The most chaotic and fun shit i have ever experience since we were attacked from all sides
those moments happen, ur holding and have to defend constant pressure, everyone screaming in the mics
"THEY ARE IN THE BULDING"
"THEY GOT IN"
"FUCKING HOLD THEM OFF YOUR STUPID FUCKS"
Those were the final words before losing the point
those are the best moments
isle, btr spot xd
im sorry, WTF???
they stay on this islands and shot to objectives
Defender side yeah?
The defenders have wayyy too much of an advantage cause they can be offensive without anything holding them back
yep
just played kodiak on the attackers and they literally spawn camped the attacker side
true
I mean
Back capping is a thing and most of the time i see is just 70% of the enemy team in one side and then tthe points to defend are left unguarded
Idk if is for every map but all of those i was had helicopters for you to be able to be on the backlines
I did try piloting with the blackhawk but it seems even if you drop like 7-10 guys on a point the defenders can easily send reinforcements to that point since the CPs are so close
God unironically this is becoming difficult because i kid you not two transport helis in the enemy team would make us lose our back point so fucking easy
Snd then it becomes a domino where alot of defenders go to that point
Just in time that the attackers are focusing on one full force
I played like 5 out of the 7 as defenders
Never have even won a single one
We got close but never in time
Like 20 to 15 minutes left
I've been playing SL a bit more for this mode but another huge problem is it seems that squad points were nerfed or something? I'm only able to place my rally point like 15-20 minutes into the match
idk we manage to rake up 12k squad points last match
because squad lead keep telling us what to do
kek
and it was a random squad too
Maybe giving SLs more points (attackers side) at the start of the round so they can build cover or place their rally point would help out with this issue.
are you refering to the attacker side?
Yes
if yes yeah i kinda feel attackers had hard time getting squad points
compared to defenders
Hmm, no wonder it seems like defenders are able to get to points faster
thats just my exp from all the games not saying everyone in general
Yeah I'm going to keep playing more and see how it plays. The mode just came out not so long ago so I might adjust my feedback after a bit
i also experienced losing as defenders but not often. fastest lost ive experienced so far was about 10mins or something around that
Tensa too. The attacker spawns having to cross the open cornfield was a shooting gallery for the defense with nice, covered buildings
no where to put a spawn point to avoid that issue if you even managed the points to drop one
Community Survey:
I think Invasion is:
🅰️ - Attacker favored
🇩 - Defender favored
Please react below
(N for neither 😛)
Sure there's no tickets but half an hour is a long time to be losing or at least not making progress
There's a lot of map that has no resupply point..... kinda bad if your using tanks/heli
Its 40 minutes a round
Even more so
Didn't realize this actually
I guess it's map dependant
Kodiak doesnt have one, Isle only have for Heli's none for tanks
I got into a 32 v 32 round with no vehicles at all once
And I say this as in, the attackers need to be more cohesive (which isn't Oki's or the mode's format's fault) not "this sucks and is too much time"
Tho I will say generally, I think we are hitting a point of game mode bloat
If it doesn't exist as a suggestion already, I may say let's work on what we have now before anything else
I really think this gamemode ahould have stayed a bit more in the oven
Idk how it works about game stuff but a beta branch for new gamemodes would be nice to test without hurting it in the first place
I just played Dustydew as the defending team. Really fun but it felt like the attackers were struggling to take points cause both teams were bouncing back and forth between points (mostly A and C but never really B). I think making it so defenders focus more would be to maybe make it so the CPs are in a V shape. This would make SLs more likely to pick points and actually defend them with their squads more and if they wish to retake a point they'd have to do a more coordinated push <(This would also help with attackers being better coordinated as they only need to push B point at the beginning and then decide where to go from there.)
Yeah you're right about it being map dependent. Feels like Isle and kodiak will be a bad time for attackers and a map like Dusty wouldn't be that bad
Tensatown is a map that attackers can have a good time
Btw Dusty seemed good for attackers and it isn't that bad as well for defenders. Attackers actually capped a few levels of frontlines.
Plently of cover and ways to see the points and also they can use helis to drop behind the enemy and in points less defended
Second phase something like point c it is easy to capture
Since alot of people tend to be at A or b while 10 guys in c sometimes
tensa town is only good for attackers at 2nd phase
Thinking about it have been playing on thsi map alot
Ans i didnt even choose it half of the time
Capturing the back point in third phase is the best way to make every defender just scramble
I'm still really loving the gamemode though
yeah this is 100% a frontline replacer mode
This mode is a support players dream
Love bipoding up
MFW i can actually fucking do a nest and it doesnt get abandoned because no one comes here
I hope they add building to the gun range I wanna practice making actual buildings / encampments
Once the noobies find out they can build its going to be so much cooler as well
you'll see borderline trench warfare
Recon only squads community server
Yeah I would axe Frontlines and fix the issues with these maps in this mode instead
Ww1 type of warfare if you can only get rifles
Pump the damage so you can die to a one shot or be brought to like 5 hp in a body shot
We just saw that depending on the map attackers can have a good time or the worst one
i think map balance is more important
Than some qol changes for both attackers and defender
Yup, so let's trim the fat and make this mode work better
Tickets, timer for defense at the start etc
based tactic of pushing and losing 70% of your force only to lose the trench once your enemy just throws hundreds of more men to retake it
Gonna go play invasion when I get out of work while my sheets are washing
Tho to reveal my biases, I have not yet attacked in Invasion
5 rounds across three servers and I've always defended
Maybe I'll change my mind on the other side
I did lose once
just swap team
Yeah will do so
Hmm, yeah safe zone definitely funnels you towards A to B to C instead of all equally
Though is the next zone north relative to the image or west?
East*
what about 1, much larger objective radius?
No need for as much team coordination since there is only one focal point.
Established front with flank possibilities and off scrum playing
the attrition will actually matter to tilt the capture scale for you
Could be doable
radius scaled accordingly
zones/phases could increase/decrease depending on the map and how fast this change plays out rounds
Forget the map name though
Invasion is definitely a fun game mode. Great addition DEV team.
In the matches played so far, it's definitely consolidated the engagement area and made for some fun chaotic game.
A couple aspects I personally like. This modes conditions are based on taking objectives before the game clock expires, and not having tickets as another condition to end the match. ( this part definitely removed the issue of tickets being wasted because of just respawning rather than waiting to get revived.
Though respawning can be a situational decision)
And because of this, the matches in this game mode seems to run longer than other game modes. Which is a lot of fun.
Invasion is definitely an attritional game mode. Unfortunately, vehicles tend to to get used or just driven to death.
Though maybe adding mortars gadgets would help give the attacker and defender more range the break the stalemate .
I think I more like than dislike Invasion now but for me it looks more attacker-sided.
like, the only time I've as a defender was when capture point bugged or sth like that (and then timer ran out but we were still farming each other for 15-20 minutes)
otherwise attackers were in favor mostly.
tbh I'd love to see more conditions to win for defenders other than hold for X minutes, maybe some reinforcements to help on later stages, etc.
1st capture points is the easiest to breach (at least on 32x32) but then on 2nd and 3rd the action can get muddy. 4th tho is also very easy to capture/lose (Salhan)
Uhm can somebody explain where are vehicle repair/rearm boxes on Isle map for the defender?
There isn't any on the conquest tank spawn and nor on the temporary spawns
invastion is great mode. I always said it's better to play frontline than conquest cause ppl have to move and not camp so BIG +
Un nerf lil bird
Unpleasant. There is such a limited place to fly and get kills, or even drop people off for the defending side. The lack of a repair & resupply box kill vehicle gameplay. Armor assets are not dispossible vehicles that you blow up after running out of ammo!
Have to play the full 40 minutes. I've done it on Tensatown. Most unpleasant!
It feels like it’s very difficult for the attackers to take all three objectives. Often times I’ve seen one get taken, but the attackers struggle to take the third, and lose one of the other objectives in the process
need to add tickets for one side, maybe defenders since the mode is defense favored. If not that make defense spawn farther away from objs and remove spawn beacons.
The 24/7 invasion experience is fairly terrible. Battlebit is a better game than invasion allows it to showcase outside of the meat grinder experience. It has a place, but being able to pick the game mode infinitely instead of a forced rotation like before is kind of a bummer.
On the valley map the defenders have to spend more time driving their vehicles to reload than it takes to unload all their ammunition. Having a second heal/resupply would make the vehicle experience better.
As far as the mode goes, 24/7 is brutal. I thyink the odd invasion map would be ok, but its pretty meat grindy, and there is often no good position to hold, so defenders and attackers alike are just constantly overwhelming eachother but not gaining ground.
I didn't realize I was on the defending team at one point while playing today
after capping all 3 objs I was very confused why we didn't move on lol
It really feels like two forces just crashing into each other
What else they should do? Drive on the point and straight up die?
Yeah, game does not tell you which side you are, unless you look at the map right at the start of the game.
When joining later in the game, you are just confused as fuck
And honestly, there is no real difference in how you play as attacker or defender. You just want to have all points all the time
I think it would be cool if defenders had more buildables capacity, like at least 1.5x more than usual, and the attackers get more vehicles
or vehicles respawn faster
(at the risk of looking like an idiot, vehicles do respawn right?)
based on phases yes
so when is this gamemode gonna have non-recap objectives? Think it would work alot better with the "front" moving up with captured objectives meaning the defenders have less to cover, but the attackers have a closer spawn or something like that
I don't like that in this mode, if the attackers are weaker than the defenders, then it's just 40 minutes of spawncamping. Reduce this timer to 20 minutes, and give the attackers more tanks and ARC at the 10th minute
At this point, I would gladly take ability to ressuply....
Most maps lack that
Who fucking knows, sometimes yes, sometimes you get them only after progressing
Played 10+ games alredy, can't figure this shit out
for flying the helicopter you run into the enemy border more times than in any other game mode. this is probably causes because of the low opacity on the border and on how small the battle ground is, i suggests making the border a bit bigger for pilots only, or by making the opacity of the border for pilots more visible.
I love not expending tickets 😂
IMO transport helicopters should not be in this game mode.
maybe have attackers have tickets, and defenders get a bit longer spawn time to equalize things? that way defenders have to focus on making good defenses, rally points etc while attackers need to not rush and die quickly?
and maybe defenders get 2x speed in building like some people suggested
best mode in the game.
Cannon fodder meatgrinder gameplay is not good gameplay. I don't like it. It seems like aggressive squad spawning is the way to win rather than smart tactics.
why are there no repair shops on kodiak
I still want Helicopters in this mode imo because the transport seems like they have the transporting job to do this time
its just really bad atm cause they literraly just have no room to fly in
You can fly into the enemy base at the start of the match and litterally talk to them lmfao. You can even use their repair box!
"Vilaskis
• DustyDew & TensaTown - 32v32 Invasion was added."
Anyone else thinks this will be bad? Idk if there will be less vehicles but this mode just screams it is unsuitable for everything below 64v64.
I don't know anyone who plays 32v32 on any gamemode to know much about how that'll work out
theres some dedicated Rush players. Pretty sure they'll just keep playing that
On official servers in 32 v 32 I've noticed, there's a lot of switching between Domination and Rush
Nothing else
Lately it's been Invasion because it's new
I do not know if anyone has mentioned this yet, but attacking side on isle is downright impossible. Defenders should spawn farther away from the points because capturing even the first zone is almost impossible.
its not impossible
but its very difficult
That's why I said almost
Coastlines are historically one of the easiest places to fortify, hence why it is so darn hard to invade on Isle.
I have not tried tensa yet but I can believe it
i find dustydews probably the most balance map out there from all the maps ive went in.
like we are getting pushed back
cuz the area is to small
10 mins left we cant even push back
Valley is a really good map for invasion
The positions aren't too hard for attackers to take nor is it hard for defenders to hold it
Also it seems like we are starting to get better SLs, been seeing a lot more rally points being placed. Although it seems like its cause defenders have better breathing room knowing that a point can still be easily reinforced due to the points being so close.
valley feels like 50/50 for me for now since like the right side part of the map is so open
did i say right i meant left side
but map does feel better than most maps ive tried
From #1180531777115262997
I did also want to suggest, but only after map balance is addressed, a period of time for defenders to build
I still feel building is very underutilized in this game
I've enjoyed it --it's been bonkers in terms of chaos & scale. The size of the cropped maps is just right. Probably would want to have a team lives cap limit. It's been really easy harvesting XP with Engi & Sniper...
I do think respawning mechanics are an issue in this mode
While I'm aware it straddles the line towards making a diet-Frontline.. I'd like it if the OBJs weren't so.. "horizontal"?
As in.. right now, it feels like if the defenders are doing a good job, they become a WALL of impenetrable defense.
If the attackers do a good job, they start steam-rolling the map since they have this "line" formation that covers all the map as they push.
Maybe a little stagger / lenghtening of the combat zone could help make it feel more like a tug-o-war rather than a metal concert's Wall Of Death? 🤔
Just spitballing here
Agreed tbh
Tho I just got off Salhan, even with two tanks they were both sitting at the edges of the attacker spawn
people love chaos
Think the new guys will only know this game for Invasion lol
Anyway, what are your thoughts that balance is now done on an individual level, map based, instead of balancing the mode as a whole? #dev-wip message
" Invasion WineParadise & Isle - Attacker vehicles spawn twice faster at 1 Stage "
In my opinion it is a good fix, but just a bandaid fix, which is fine for our new players from free weekend. But the end goal to me should be that every map has standardized amount of size, vehicles and of stages in order to make it consistent.
i dont think its a bandaid solution for isle
tho i do think they should change the heli for isle
instead of blackhawks it should be littlebird
transport littlebird
for attackers atleast
The timer should be a lot shorter in the beginning, then you should gain time for capping all points in a sector.
I could be bad, but I find in this game mode I have no idea where to expect enemies to be. In Inf Conq I feel like I generally know where to be looking and expecting guys to be. To me it feels like a negative but maybe it isn't
faster we can transfer people off the boat the better
like ive seen people just swim out cuz they can spawn on their squad
and theres no boats nor heli available cuz it just got destroyed
What about adding squad specific objective missions. Exemple squads A to D, can only focus on point capturing/defending objective A etc... that would add alot more coordination and organisation to the map.
I don't think all maps are made equal, lets say we give 2 tanks, 2 apcs, 2 HUEYs, 2 LOCHs, 10 humvees and 10 quads...
A small map would be exceedingly crowded with that amount of vehicles.
A big map would be lacking in the armor department because of the ease of flanking the tanks.
An urban map wouldn't be able to even let tanks move through it without bumping into everything lol
I'm wary of blanket-applying settings.. maps need careful tuning, including vehicle spawns.
I wholeheartedly support this idea!
The worst case scenario is when you're on attack and smash your face against a wall of well-prepared, strong defenders.. for 40 straight minutes nonstop.
Starting with 10 minutes, and gaining time if you gain ground, would let games flow naturally if the teams are well balanced.. and it would get me the hell out of games faster if they were lost at the loading screen because my team can't coordinate a push.
i definitely agree with giving the attackers a smaller number of tickets or shorter time limit that's added to with each set of points they capture. imo the biggest issue with the mode are just rounds where the teams are imbalanced in the defender's favor.
No i meant more like 1x1 km maps are suited the best, while 2x2 km maps would be too large
Balance invasion in favor of the attackers
Yes please 👍
I could get behind shorter initial time with extensions if the attackers break through
too many servers, like most of people play only invasion, wtf?
On Isle 127 vs 127 Invasion Layout 0 there i no Vehicle Repair Station?? Maybe but I'm wrong but the nearest seems to be on the Carrier itself which obviously is very bad
They are coming in the next update
ok
but why in the world were they forgotten??? does nobody ever care about vehicles?
Having now played attacker, yeah it's a map balance issue I think
3 flags might be an issue on some maps
How many flags are there max in Frontlines?
Helicopters should be removed or limited to like 1 per team.
This is super defense favored isnt it
Exacxtly. That's it, all of it. Dev's don't care. No meaningful changes, needed re balance or simple QoL since march at least
Think having a finite timer for all objectives ain't good. You can last 20 minutes in the first 3 objectives
Then you only have like 10 or 20 left for all the others
Maybe it could start at less but the timer goes up every push
So at the very least if it's a curb stomp it isn't 30 minutes of the same
Ah nvm someone alreadt mentioned it
Isle RU is so bad.
played this so far 5 times, RU lost every game and didnt capture the first points a single time
anyone think that resupplying for vehicles should be easier? I've only played two maps, and idk if they are mode or map exclusive but there was no way at all to repair/resupply on kodiak as a vehicle and on isle, a tank has no resupply/repair points at all on the mainland.
maybe there could be a engineer gadget for specifically vehicle ammo supply or like driving by airdrops could resupply vehicle ammo
this gamemode is literally impossible to win as attackers, i have never seen attackers win on any map
defenders shouldnt be able to recapture objectives attackers have already taken
RPG Littlebird on Tensatown invasion. We were flying into the enemy base and ressupplying rockets at their black box and laughing at them.
We also stole their transport helicopter too while it was on the helipad
not being able to spawn on points you own is killing the attacks
good idea , terrible implementation
Just a horrible, misrable gamemode. I can't stand the gameplay. Is this it? Is this what the community wants? ADHD meatgrinder nonsense where you suicide yourself nonstop for 40 minutes to try and take a house.
I feel like invasion showcases many of the major problems with the game.
- Frequently devolves into a meatgrinder where you have to spawn and die instantly 2-3 before you actually get to play
- The maps just aren't good for the mode, usually in a set of points there is one good point and 2 tiny clusters of buildings
- Snipers are oppressive on the incredibly empty sections of the map we are forced into. And they don't contribute to capturing while being impossible to interact with if you aren't also a sniper
- Vehicles are encouraged to hang way back for safety and ease of returning for ammo, just not fun to play against vehicles you can't hit
- Constant cycle of capping and losing points, rarely any real defense. Can't try to hold corridors or you will die to a sniper
this mode makes dropping high kill games a lot easier than conq, it has vehicles and it has an actual frontline
it just needs some map balancing
some maps are just terrible to play at some are ok
isle attackers need to spawn on the boat some people are just swimming
kodiak phase 1 are too far from each other
tensa town attackers somehow feels like attacking is impossible even tho theres a lot of cover
You're right. It does seem to stop momentum
Any Idea why that's the case?
No one knows, honestly. But like they are in game. But devs's don't care. It definetly raises some suspicions
I think the 127 vs 127 just amplifies the meatgrinder part of the game
which I'm fine with cause I only play on those server sizes
Yeah, many maps/objectives are too small or have too few objectives to not have massive meatgrinders
Maybe defenders should have a time limit on recap to force attackers to entrench and hold the position before moving up. I also think tickets would be good, maybe give attackers 3x the defender tickets so defenders can't just zerg into attacker lines constantly
Weird balance suggestion I just thought of: could we make it so Defenders have a longer spawn?
Add like 10 seconds across the board to all the defenders
It's already an asymmetrical af mode may as well do something else weird
the mode is definetly defender sided but making it unfun by increasing wait times is not the way
Sounds like fun to me
Spawn-run-die is already an issue in this game anyways, maybe it'll encourage people to actually think
Isle attack is completely unplayable, the water around the rocks is considered deep in places you cant avoid walking around
every match ive quick joined recently has been invasion. is majority consensus that it's good?? ive had to start joining community servers that are 24/7 inf conq or frontline
It's just that it's new
Thought I do find it refreshing
Conquest gets kinda circular, especially when nobody wants to defend
I honestly prefer it to conq, I agree that it just gets circular. I like there actually being a front
When I'm squad lead on conquest I try to hold the enemy end cap just to make it more fun
Modify the time for each round in invasion to prevent the entire game from imposing a 40min penalty on players attempting to attack because the attacking side has too many snipers.
At the beginning of the round, there are only 17 minutes, and the defending side has 2 minutes of free activity time to prepare in advance.
or
No 2min preparation time, attacking side follows the same approach as in other modes, but the defending side can respawn at the objective point and engage in placing deployables instead of being immobilized.
Each successful capture will extend the time by 15 min(or 10min).
In fact, I hope to limit the number of snipers and DMRs since, in most cases, they do not contribute significantly.
I wouldn't like to sit around for 2 minutes when I press "Quick Play" to play the game quickly..
I'd say.. let defenders spawn on the caps, and put their "setup timer" where you can't move to 0?
That way, attackers don't wait longer than they're used to, and defenders who are quick with it can spawn in fast and start building.
The rest of the suggestion was golden, though! 👍
This mode resumes to sniping for both teams on Brazilian servers... Ether the attackers steamroll the map or don't even reach the second set, because most of the team (or defensers in the later case) are snipers in the middle of nowhere and don't help with the objectives
The attacking side follows the same approach as in other modes, but the defending side can respawn at the objective point and engage in placing deployables instead of being immobilized.
Exactly! 👍
After each successful sector capture, it should break all builds inside of the previous sector (save for Redeploys for attackers) or set them on a timer to decay. It is extremely annoying to have built a whole blockade taking up your max builds that you are now unable to unbuild as a defender, or have to backtrack to unbuild as an attacker just so you can continue to place more builds on the frontline.
After playing a good bit ill share some thoughts.
Good points are that there's an actual frontline and feels really good. The running simulator problem is nearly gone. It really feels like a battlefield and is probably the best mode despite the flaws. Overall I think this is the ideal Battlebit experience.
Maps are too defender sided at the start. Attackers should have more cover when approaching and usually takes too long to build it when you get gunned downed in the open from 50-150m. Once attacks actually start getting into the map it's usually a fairer fight. Isle & Tensa are the worst maps for this. Imagine if attackers on Isle were able to spawn on just a little bit of the mainland...much easier to approach the points.
Timer should be shortened and refreshes after each sector is captured. Maybe have points stay capped but take longer to complete.
I think, one of a problem is a player cant quick understand which side is he on. I think it ll be better if map will show which side is attack and defend. Also need notification for player about side in roundstart. Sorry for bad english
Can we mark the vehicle resupplies on the map please? since they aren't in their normal location.
This, I often find myself having to check the map to orient myself to face the frontline. Some kind of indicator would be nice.
- I agree with the idea of adding time to successful captures of a sector (or whatever we are calling the group of points A, B, and C).
- I think that player buildable fortifications need to be destroyed behind a certain point after a capture of a sector. I have been maxing out my number of fortifications and I have been unable to continue building forward. I believe that good building is key to breaking the meat grinder this game mode can become, so building more should be encouraged.
- attackers need some sort of buff as the games are weighted heavily in the defenders favor (and maybe they should be). Perhaps more vehicles can help tip that balance?
general feedback. I like the game mode it creates for some very good big scale battles that are somewhat focused in specific areas.
Set it up so attackers get 20 minutes to capture the first points. Give them an extra 20 minutes for each sector they capture. No fun when its a 40 minute stalemate.
But then its a game that lasts more than an hour on the same map
Only if attackers actually take the point
can we get the other game modes back? 
For that we need to revert voting. There's nothing stopping people from voting a game mode other than invasion. People are spamming invasion because it's new.
revert voting?
Incorrect. You can vote for Invasion successive times but not other gamemodes like conquest.
Ain't no way
Bet it drove a ton of new players away! Invasion I don't think represents what this game is truely about
yep its a thing
they made an exceptions on i think rush, invasion and forgot the others
that you can vote for successive times
out of all points in tensa town phase 1 point A so hard to take once its so fortified lmao
there's no point to pushing on attack just enjoy leveling up the guns
This game modes feels like fighting for ruins after 5 min. All buildings on and around points will get destroyed fast.
Just like real life!
First of all: Sniper and tanks are awful to fight against because they can sit back behind the red zone and never actually be in danger
Maps are dogshit
Make dogshit maps like kodiak, dustydew and valley with more structures so you actually get to run 10 meters without getting sniped or killed by vehicles
thanks
Oh yeah I remembered. If defenders push into attacker spawn areas they get like 250 seconds to get out and they can shoot. But then if attackers get in defender spawn areas, they can't shoot and only have 10 seconds to get out
fr bro its so dumb they get like 5 minutes to run back to a place thats like 45 seconds away at most
there's alot of little things that favor the defensive team
like I've seen their ⬇️ spawn being closer to the objectives than attackers
not impossible but the attackers gotta be on point and the defenders can have all hands on deck on one objective, then send a single guy to cap back another objective
on his own and I've seen it work very often
usually when attackers have 2 points captured and want to go really hard on that last one
defenders shouldnt be able to recapture, or at least it should take a lot longer to cap
Awful and boring. Rushing in and dying on the same three points in one little sliver of the map for 40 fucking minutes makes me contemplate suicide.
It also highlights how much certain maps need something in those vast tracts of nothingness. In conquest and domination you can mostly ignore it if you just pto, but in invasion it's completely impossible because the points are often in those cover deserts. Valley especially suffers from this.
It is fun on balanced maps. Some maps it is horrible on, especially the maps where the distance to the points from both sides spawn is equal
I like the concept of the mode, but I think what's holding it back right now is its implementation with the available maps.
As of right now, almost every game of Invasion is a meat grinder for the attackers; the objectives on most maps are close enough to each other that the defenders can form a relatively elastic, responsive defense without really needing to coordinate. This issue is compounded on more urban maps (Tensatown is a nightmare).
I've noticed that the attackers had a much easier time on maps like Valley, where objectives seem to be more spaced out (at least to me) and several of the objectives are relatively out in the open.
As a general suggestion, changing the map layouts for Invasion to space out the objectives more would be good. Unsure on whether or not I'd suggest there be more objectives with less cover/buildings, though.
A way to make it harder for the defenders could be to have their base spawn be all the way at one end of the map, forcing proper use of rally points. It would also make it easier for the attackers to get a foothold and keep up some momentum if the defending team neglects to use rallies.
I had an experience where the defenders were overrun and lost the first set of points within like... a minute of the game starting.
because the points were too close to the attacker spawn
yeah it would also require defenders to utilize transport vehicles more, maybe giving them a helicopter or two would be nice (idk if those are already in but i dont think they are)
I think this is incorrect. It works both ways. You can both go into each others base.
You should have to earn extra time like EVERY OTHER IMPLEMENTATION OF THIS KIND OF MODE, EVER
invasion sucks
you can go in, but as attackers you can't shoot in there and the time is much shorter
I have flown into the enemy base as both an attacker and a defender and have been able to shoot. You can fire in either one. Even stick c4 onto vehicles (that you aren't steeling) that you can detonate later when they go out of the safezone
Don't know about the timer, they seem to be the same
When you enter a game that has already started, it is unclear whether you are playing for attackers or defenders
Yeah you gotta see points get pushed to really get which one you're at
I don't remember if it's always one faction defending and one attacking
i mean you can check the map which side has a bigger portion no?
mostly I guess. if it's right in the middle it's not so concrete
doesn't matter anyways it's just about the kills since it's too hard for attacker
it's like bf3 operation metro when the russian team has objective B and it's really hard for US to get it back
people liked it anyways
I flew into the enemy US base on Valley Invasion, had my guy drop down and stick some c4 onto an enemy tank in the safezone then we flew off. When the take came out and started sniping at us we detonated and killed him
I proposed a mini rework of the gamemode which you can see here:
https://discord.com/channels/303681520202285057/1181968003621994566
If you'd like to add to it or have any questions, feel free to post it there.
Thanks
"Island" map opening points are insanely bad for the attacking side - not only do they have to cross a lot of water and assault cliffs, defenders have MBT and B and C points are impossible to support by fire from boats and APC's
This is a problem inherent to the map tbh. Trying to retake the point in Conq is ass because you're completely exposed coming from main spawn and enemies have a bunch of indestructible shit to take cover behind + higher ground.
But anyway, this would be largely solved by unlocking the whole map so that attackers can perform better flanks.
i like invsion how it is, i can farm everyone
not if you're tensa attackers 
i change teams if i can, but i still do fine. I dont play infantry lol
shorten it to 25 mins and 2 capture points per section. This would allow more users to play a full game and winning on the invading side more achievable.
Alternative 2 or 1 capture points with a shortened time such as 15 or 20 minutes with an additional 10 or 15 given after each point is captured by invading team.
?
nothing wrong with tensatown imo, doesn't have snipers nor tanks abusing the red zone
joined in after the match started, with a team that entrenched itself, not much space to move around in either with all those destroyed buildings, not to mention the spawn camping...
can't enjoy it, even when going full zoom zoom with assault
A completely mindless kill fest. It can be fun to grind kills but as a gamemode the objectives are poorly considered a lot of the sectors feel onesided and the gamemode itself just feels unfinished. At least on 254 deaths felt completely unfair and many sectors have almost no cover. It can be fun but its honestly flawed
Operation metro the gamemode
No wonder people cant stop choosing it
I dont think ive played a complete game of any other gamemode in a while since people keep voting for invasion despite me initially joining for conquest or domination
Leveling up feels slower overall with the gamemode being almost always there since it lasts so long and you ain't getting that winning bonus as an attacker
I'm sure it's been suggested already but, attackers starting with x minutes (less than what is currently on the live servers) to attack, and getting an additional lesser amount of y minutes if they do manage to capture the first points and advance to the next stage
Its most balanced gamemode
everyone's favorite!
Hilarious
i personally like the concept for this gamemode but a lot of the maps are ROUGH
Worst experience I had in this game go back to frugis/tensatown/azagor kind of maps please
Will there be on 64v64?
I dont like this game mode with the 127 players, most of the time is too chaotic, too much player density in such close space, maybe if the battle zone was bigger and with more objetives this game mode could work more for 127 players
what map are yout talking about thats way to small cuz some of the maps are but some of the other part are objectives are like far apart
Let's hope so. Would be much less cramped an chaotic
Arguably better
One of the biggest issues I encountered in this mode is the misuse of vehicles on the attacking side
They tend to camp when they would be much more usefull if they were pushing objectives with the infantry
You can't because vehicles suck ass 😔
You'll just get c4'd
I hear this excuse in the chat all the time
You need to push with the infantry, not just go get killed by yourself
If there are people around you, they can spot the guy rushing you with a c4
The vehicles are not he most durable, I'll give you that, but they also don't get one shot
Like with most things in the game, posioting is key
The btrs do basically get one shot by tandem rockets, and c4 is also basically a one shot. You're really relying on your team and believing in them if you push up like that. Most likely you'll push then get rockets fired at you from every which way and die
Vehicles are decent at supporting pushes from the back more so than the front in this game
Nobody is telling you to stay infront of the infantry
But being 200m behind the frontline is useless
Also this is 127vs127, what are supposed to do but trust your team?
what no they arent lmao
Then tell me what they contribute on this gamemode?
someone literally just explained up there
supporting
from the back
where rockets cant reach them
nor getting c4d
by speeding demons
I have had tanks that use HE to blow massive holes in enemy controlled buildings and opening them up to crossfire, helping us push the objective further since we no longer have to cross a dead man's land to get to that building
That does sounds very helpfull, I haven't been so lucky I guess
Now, yes, tank crews that aren't as effective at using their vehicle severely limit the overall utility of it- but that doesn't mean a tank not pushing the front lines can't be useful
Why do poeple complain about sniper spam then?
Its also killing people with their long range capability
But in 50% person of games I play, people complain in chat that they are camping and being useless
one at a time
meanwhile tanks and btr can do aoe damage
which can take multiple people at a time
I find that if you want to push the frontlines you MUST be alongside infantry to make sure you don't get C4'd but that's assuming you'll be able to last more than 2 minutes in this gamemode knowing how many RPGs will hit you
I fully agree, in my exprience that one minute of being there helps more than a btr shelling one side for 15 minutes
Yes, that could be my eye test fooling me
But that's my experience
Tanks shouldn't really be used as anti-infantry in BBR, it's just too much of a waste of your utility considering the downtime you suffer returning to base. Optimally a tank would set up in a strong position overlooking enemy territory and turning the frontline into a wasteland slowly. Now in most Invasion maps that's REALLY hard to do for Attackers since they might as well be storming Normandy with the constant low ground on some of the maps
its more of a selfish thing. I could help my team push the point and lose my tank but I could also camp spawn and get myself a decent amount of points by just shelling a few enemies
Yea, this issue is much worse on maps like Isle, where 2 of the 3 beggining objetives are on a hill
Good tanks and btrs can play as AA cannons, but most of the time it's hit or miss
That's my understanding too
I just wish there was some way to incentivese pushing with the team
Since transport bonus doesn't apply in that case from I can see
It's just the milsim aspect of this game that's hurting the infantry supporting abilities of tanks, since most milsims require solid communication and support, as well as competent players in control of vehicles, as without those things a lot of planning goes to waste
waste of utility where people just spawn back with full utility again?
aight
in a 127v127
aight goodluck wasting all their utility
I noticed that as well, some of the "realistic" aspects just don't seem to work well in this game
oh right right
Oki plans on giving attackers more tanks/LAVs (or BTRs) so they can take points a little easier
Although I can't see that helping if drivers just choose to camp spawn with them
If this game had vehicle stations closer to the frontlines then your tanks and btrs could do more against infantry, but as it stands, they're just forced to sit back to reduce the risk of death as well as down time once you run out of shells/rounds
Would lowering the respawn time make them too strong?
no
If they were to lower the respawn timer, it would have to still take longer than it would to fall back to base and return to your previous location or suicide your tank would just be the optimal strat
My thoughts as well, maybe making both viable?
Falling back and repairing would still take less time than the sucuide
But not like 1:30 more
I think buffing the front armour of the tank a bit more would let the driver know they can be a little more aggressive with their tank
I think the current respawn timer is fine overall? But there should definitely be auxiliary vehicle stations other than the one at your base
But yeah a tank not being able to withstand like 3 tandems to the face seems a bit extreme. Either due to a lack of strength from the tank, or too much strength from the tandem
And most tandems are one shots to the weak point of your vehicle
Yea, this makes it infuriating as a pilot too because we cant damage btrs and tanks and they just sit in their spawn and shoot at us constantly.
That is one thing I do agree on, Blackhawk miniguns should 100% do some level of damage to a tank
Im all for them shooting at us, but doing in spawn makes it hard on invasion to even leave safe zone.
Hard code it so only that type of mini gun does damage or something idc, but the number of times as a pilot I've had to tell my gunners to stop wasting rounds on tanks is insane
Littlebirds used to damage btrs but the changed it
I'm not saying make them do extreme damage, but just enough so that if a Hawk sees a severely damaged tank retreating, it has a chance to finish it off
Or something like at a certain stage of remaing health for the tank would it be susceptible to Hawk damage
And the only reason I say that is that right now, Blackhawk miniguns are in large part useless if something else isn't in the air
The Heavy Boats are also in that category of weak at performing actions outside of their own class. Hawks kill Hawks and Boats, Boats kill Boats, but Tanks and APCs can easily kill both
Bruh a BH can tank 2 AP shots and still live
Maybe dont park in front of a tank or sth
To the front, yeah, but you hit the rotor and immediate down
Sometimes Hawks can be in the air doing everything to avoid the shot but just that one on the rotor and it doesn't matter how good your crew is, you can't stop it
Also you do realise damage = hitmarkers = making your gunners focus even more on that target
The shittiness of rotor takedowns is a separate issue
It's as unreliable for people trying to take a BH down as it is for the one piloting it
Oh yeah no I'm aware that gunners would still try to hit tanks especially after getting some feedback, but at least they'd be not wasting rounds completely
And as a tank I almost exclusively try to go for the rotor depending on the range. It's not as unreliable as you think
But even then, tank rounds that hit the front of a Hawk, can still kill the driver in my experience, though the angle for it seems super specific
Vehicles are overall pretty balanced right now, I just want like minor QoL changes to help out their weakest spots
Like for Hawks the biggest QoL I want is that F2 should be given flight control if F1 goes empty
In invasion you can fly into the enemy safezone at the start of the match and kill of the enemy armor with RPGs. From the side seats of the LB or the F11/F12 seats on the blackhawk. Do it every day, although it's very technical after they respawn minutes later
Oml ive done the same thing. Its kind of dumb that its like that but ill take advantage of it until they remove it.
Helicopters are the victims of everything ingame expecially armor so you can mass exterminate them with a clear concious 👍 TBH I hope they keep it
Helicopters being the victims, sure bud.
can you set a limit to how many times a game mode can be played in a row please
Right now the official server gamemode/map rotation looks like: invasion Isle, invasion Valley, invasion Basra, invasion Isle, invasion Valley, invasion Basra, invasion Tensatown. I feel like everyone is clicking on invasion by default because it says NEW
These invasion games are boring beyond comprehension, they are full of snipers and DMRs, and usually last for 40 minutes because half the team is camping
While I think Invasion is a good and healthy shake-up from the standard conquest modes, certain maps feel impossible to get past the first Stage(^) like Isle & Dusty Dew; and even when a Push(^2) is made, it's often late enough in a match that the round is almost over with the defending team given a guaranteed win.
If I were to provide some suggestions for Invasion it would be these:
- Cut match time from a total 40 minutes to maybe 30? or 25? minutes instead.
- Add 10 Minutes into the match for when a 'Push' is made/Next Stage occurs, This should afford the attacking team some time to get another push in or even win the match.
- Reduce the amount of flags attacking side has to capture on Stage 1 & or Stage 2 depending on map, to give the attacking side some leverage from the strong defense. (Similar to Zalfi Bay's implementation of Invasion)
Please note that this has been my experience with the mode, I'm not sure how well these suggestions could benefit or harm in the long-run and I'm not a balance expert.
References:
^ Stage: A cluster of flags the attacking team needs to capture (currently there are 3 stages on most if not all maps).
^2 Push: When all the flags on a Stage has been captured, forcing the enemy team to retreat to the next Stage.
didn’t like invasion at first but now i think it’s the best gamemode atm, it actively encourages using strategy and forms actual frontlines unlike conquest and such. I think alot of the issues are with other aspects of the game rather than the gamemode itself like water vehicles being clunky making Isle first kinda bad and squad points being either abundant or too hard to get
Invasion could definitely be the premier mode in the game, I think the map layouts need some adjustment though
Pinging this again
I think if there was only 2 objectives they could get away with the current maps
But I do agree adding a lot more cover is needed for the large scale battles
I constantly see large stacks of people grouped up behind the little cover there is close to the objectives
Invasion is just another meat grinder game mode that will always win the vote because the majority of FPS players are into meat grinder style of play. It requires no brain power and you just run in guns blazing. I hope the newness will die down but having every vote end up with invasion winning is so annoying. It’s just like Namak, Tensatown and Wakistan. All have meat grinder gameplay at the center of the action.
Yeah
I have mixed feelings about this gamemode
Sometimes it feels very defender sided, sometimes attacker sided...
The defenders lit lost because the attacker team can push very hard when the first sector is captured
I think the inv barrier when the defender team have to retreat is the best way to counter that kind of games that ends in less than 10 minutes
Literally if you lost a sector, many enemies are getting in one off the points of the next sector immediately when your team is starting the retreat
They need give the defender side a time to retreat and start to reaming their defenses
1 minute can be a perfect time
In my games the defenders won everytime unless the attackers were stomping, like 90% win rate as defender...
new 25% no recap would help alot I think
ehhhh
I don't get why the hell Oki comes up with more contrived systems every time instead of just using the damn suggestions people give which are based on existing features
Like planting the bomb to take down the point
the no recap sections of objectives has been around for like 2 decades, what you mean contrived system
take down objective completly wont help. We had rush 254 players where are once every point was take down, both teams was focused on single one objective that was disaster.
Yeah I can imagine it would be a clusterfuck. I guess we'll see how it plays out...
Are the quarters of a point in this new mechanic faster to cap than a whole point?
Looking at the vid, it doesn't look any faster. It might feel faster, because the zone you fill looks smaller, but the time to cap wasn't mentioned in the change.
From today thanks for the experiece of not playing the game
Basically it's just adding checkpoints to the cap, and I think it's a genuinely great change.
It's small enough not to YEET the gamemode's meta to the side, but important enough to not let good, strong pushes go unrewarded.
👍 Well done Oki & Crew!
i like the game mode but the map i played on enabled an insane amount of snipers to just camp in back.
i feel like the whole game mode is about pushing. and i think the mode would benefit from xp buffs and nerfs. just small ones. but enough to reward proper play for the mode.
Tbh this mode should be renamed sniper infestation due to amounts of snipers there, literally 50% of teams are snipers
i swear though. our spawns were just camped by snipers. at some points i was running out just holding 3 waiting for my support helmet to be shot off while i ran to acctual combat.
that or i would spawn in and run to the left or right edges of the map and kill snipers that posted up.
The new location markers are junk. Hard to tell what is happening. At least make the blue the blue we're familiar with. The light teal is HARD to see
Is it normal that when attackers capture a sector, the timer resets to 30 minutes ?
Went from defense heavy to offense heavy.
Still super unbalanced
Very unclear what is happening. Unless Outskirts 127 is bugged. We were falling back before it seemed any of the indicators changed colors. It was better before
The color of the locked sectors should be changed to better clarify that the attackers have captured them.
Recon is the scurge of this game
Not because its strong or annoying, but because half of lobby can be a fucking recon and don't contribute to the team
The attacking team should have a ticket system. Regain some tickets for capturing a sector. Current it’s just far to easy for attackers to Zerg rush points.
I had a game on Valley when we lost, as defenders, first set of points still in 29 min
You can see timer at the top
I didn't even manages to get to the fight in BTR, when points were alredy lost
Capture speed needs to scale with gamemode size imho (not sure if it's being like that right now), 20 people standing on a spot shouldn't almost immediately turn a base in 127vs127
If this game mode is going to work helicopters need to go. To be able to instantly capture a point and lock it is completely broken and makes it impossible to hold an uncaptured point as a defender.
Why are the objectives not turning blue and this white/slight red-ish color?
please revert it back to the old system
in what should come as no surprise, the pedulum swung from defense lopsided to attack lopsided. New quadrant captures definitely don't take as long as old points because they are seemingly instantaneous for the attackers regardless of defenders being on the point or not.
+20mins for each attacker zone capture is an incredibly bad move
the old version was better at this point
hopefully some of there were unintended changes
yeah, the games are too fast now. They last like 5-10m 😆
even before, the sides had a more balanced chance than now
I like the new system, but they need to increase the time to capture and add a ticket system for attackers to punish Zerg rushes or teams that just camp their spawn the whole match. This would also reduce the likelyhood that matches go full length. Since they would eventually run out of tickets If it’s a stalemate.
wonder why they got faster that doesn't seem to be intentional, to be fair I think the capture rate was normal but that needs to slow way down becasue defenders cant retake now
It probably isn’t intentional. It most likely wasn’t scaled properly for the amount of players on point.
I think its just more obvious now that defenders cant recap, I don't think the rate was changed at all
Nah it’s definitely faster. I had a little bird transport literally fully cap a point I was on in less than 2 seconds
More like less than 1
oh yeah no, haven't seen it be that fast
or at least been on point to see it, but damn
Yea if the enemy team has a fully loaded little bird they can capture almost all the points after the sector moves up before any of the defenders can get there. Even quicker if it’s a pilot like yourchopperpilot
I was using a speed medic build and just barely got to the point from the spawn before they capped it.
love invasion update
points insta cap now which is pretty bad
the progress bars aren't fully colored so people have no idea what they are looking at
print text at the top of the screen that tells you how many more pushes are left something like
"A third of the map has been invaded! Defend the last 2 thirds!"
"We've pushed them back! Half of their land to go!"
"Defend the last sector of the map! The enemy only has one push to win!"
I know Oki hates tutorials but you gotta put something there to tell players what the goal is because people have no idea what's going on. Something when players load in that says
"Capture/Defend all points to push/secure your territory and win!"
There's a constant "wtf am i supposed to do?" or "how does this mode even work?" in the chat.
Also smokes are crazy good now and attackers can actually push so thats nice
OBjs should prob lock at half rather than 1/4
I think 3rds would be better, but the cap rate needs to be fixed to compensate for being unable to recap
imo mode is super fun but needs tuning, polish, and an obvious direction for players
we need battlefield 1-esque radio comms at least for this gamemode
would be nice if squad points were awarded on any kills, at least like 10
wait were helicopters removed from invasion or just on outskirt?
I don't understand this gamemode. It captures a quater of the way but stil caps?
No choppers on Outskirt
you're confused by checkpoints?
the thing is no one knows theyre checkpoints lol
there is no precedent in games where that icon is familiar
thats not what a checkpoint looks like
You'd have to follow this discord and watch oki's video to understand it. Theres no context for much of anything in this mode.
alright thats enough evidence
Quick concept of easier to understand OBJ progress
The locked sections are transparent/invisible and more focus is on the actual state of the point.
A progress bar would be way easier to read tho.
Yes it does, doesn't change the fact that I barely managed to drive to the reactor when first points were capped. It was literally a minute
New invasion feels very wrong. Points capture ave way to fast now, new pie system feels pointless because how fast full capture is. One person can flip the point in a few seconds from 100 to 0
Also tensa town feels as terrible for attackers as it always has been
isle is also pretty painful.
This is a problem with class limits
They need limit certain classes to 2 or 3
My Idea of a balanced squad is, 3 assault 2 medics 1 engie 2 recons or if you're playing defense, 3-4 assaults 1-2 supports 1 medic 1-2 engies 1 recon
Wheres engi
XD I forgot that
Limit to 2/3 recons, engis, medics per class would be nice
Lmao
My honest support reaction
Building has let me take refuge from all the snipers in this mode thankfully
A lil screwed at the beginning when I got no squad points tho
There is so much snipers in inv, that they are shooting at armoured vehicles, because there is not enough targets lol
No dude, Recon is dead and unplayable according to some people here, didn't you get the memo?
No I didn't
This mode somehow turned into being even more boring and stale than it was before
Now, instead of the defenders being massively favored, due to the new capture times, the attackers are
The capture mechanic while being a good idea needs to be tweaked, the capture times are incredibly busted, with the attackers being able to win a stage in 1 minute after pushing a stage
30 minutes per every stage is also too much for the attacker due to them needing to accidently time a good rush on more than one point to win a stage
Outskirts is also a horrible new map due to the distances between points and stages being very short
Sniping is still a massive issue, now being a bigger problem for the defense since people staying on point preventing capture is more important now
Essentially, its even more brainless now with no actual strategy
The vehicle problems I complained about before are irrelevant since in practice, they are required to do very little now and the mode just ends up feeling like a worse frontiles
Also about whole sniper being OP talk. Snipers are not really OP in any game mode but invasion. As attacker/defender - you just can't get them. They stay in a safe zone 24/7. If they on attacker side - they can just stay 400m away from battlefield and being invinsible to any threat but other snipers. DMR don't really work.
This is why I'm a strong proponent of removing safe zones entirely except for the main spawns as Conquest does.
The problem with Conquest, which prompted the devs to develop Invasion, is the lack of a clear frontline and pointless back and forths all over the map. The staged capture system already solves this. No need to further restrict player movements.
Thats not possible because Vehicles spawn in each teams safezone and not putting them forward and always at base is... meh
Or atleast defenders get forward Tank/M7/Bronwing Spawns
If you remove the safezone then attackers could easily kidnap tanks that are meant for the defender
Or destroy them if you make them "Right Team only"
The way it would work is to have defenders be able to spawn in the next layer of points behind the currently contested one, with vehicle spawns there and in main base as per Conquest usual rules.
One addition to prevent what you mention from happening would be to make it so any enemies inside the "capture" radius (which wouldn't really capture anything as long as the previous layer hasn't been taken) is to get automatically spotted, as they currently do if they enter the enemy safe zone.
OMG I completely missed the main thing: If attackers capture all 3 points - time for the round extends up to 30 minutes. How nice and fair, don't you think?
I think a big problem with snipers in invasion is just map design. There needs to be more visual obstacles on large maps, especially something like Kodiak. The large tower just becomes a sniper meat grinder without fail, every time. This is because you can basically see the entire map from that spot and make it easy to pick off players on other points, or try to deny pushes to that building.
There's several ways to do this already with current game assets. Natural formations like hills and rocks provide unbreakable cover. Players can risk running between them to cross the distance towards the point, or try and peek out to fight back. Destructible buildings are solid cover than can be broken. Teammates can tear these down to assist, and they generally provide good ways for attackers to peek. I find this option works best with some non-destructible things thrown in so an area doesn't become an open plain over the course of a match. Trees and other foliage provide cover that cannot be torn down, but can be shot through. If a sniper on a high ledge wants to take pot shots through foliage, he can. He may not hit anything though.
Invasion doesn't really feel much different than domination. It's just a meat grinder for three king of the hills, but with vehicles instead. Tickets don't matter, time doesn't really matter, and there really isn't much strategy aside from "which side can push more aggressively and spawn camp".
What if instead of a linear, horizontal front line of three points, it was instead a frontline divided into three sectors of multiple points. Capturing all points in a sector, locks the sector down (either for a set amount of time, or permanently).
A set time to capture all sectors, a set amount of tickets for attackers to accomplish capturing all sectors.
Tickets aren't enabled for invasion, it's a timed mode. I don't really get the meat grinder comment? People are fighting for a point, it's not like Waki bridge where theres killing for no reason. I'm definitely seeing more strats in this mode than others esp especially since smokes are useful now.
Also in my experience every game mode devolves into spawn camping, but that's really just a product of having to defend things.
Every single game on Valley starts with attackers capturing first set of points in 90 seconds max
That's shouldn't happen
Half of defenders team isn't even there
Earlier iteration was genuially beter
yeah the quarter point thing is complete ass, it’s confusing and unnecessary. Attackers were fine imo, they just didn’t figure out how to play on a fundamental level yet
the amount of times my team completely abandoned the point after capping only to let the defenders to recap is mind boggling
I still don't think it works correctly, isn't the whole point to not allow defender recaps? on top of the attacker cap speed being insanely fast for some reason
yeah it’s probably bugged (i hope)
but still the main thing that should stop defenders from recapturing are attackers not oki
if cap was actually slow it would be fine I think, cause the whole point is slowly fighting off the defenders to try and make it up to checkpoint, this system has been done before and works in many hardpoint type games.
I think it just needs to be slowed down. I feel like it's an unexpected big because okis video showed it being capped at a normal speed.
People fighting on waki bridge are also usually fighting for a point, and like most invasion maps, there are not a lot of options for how to achieve it.
Invasion is a linear, horizontal, fight of battering rams. Almost every game I have played is dictated by whichever team is better at spawn camping. Spawn camping is an issue in general, but due to the linear layout of frontline, and the proximity of both protected zones, the issue tends to be exacerbated.
My suggestion is to give it a structure more similar to rush or frontline, with incremental advancement, so it feels more like an invasion and less like a zerg match. Maybe the new cap point system will alleviate that, but it's unintuitive, and it doesn't clearly mark the objective for the squad.
move the safe zone up with a fully captured point, allowing a protected flank or center?
I really don't agree with it being linear. It's super easy to pull off all sorts of things. I've flanked, rushed in with smokes, ratted with spawn beacons, dropped on objs with helis, joined the frontline, and stealthed with a silenced UMP.
The actual play area is smaller than conq but bigger than dom and that gives you tons of freedom without it being a walking sim
I feel like this is the 3rd most structured mode with CTF first, then Rush.
I can accept that. My experience hasn't been the same (except for heli's, when people are actually spawning in them), but I also don't want to paint it like every game devolves into spawn camping, just that it's an excessively effective strategy. I'm also not trying to argue that it lacks structure, I agree with you that it is a structured mode.
I'm happy to have the new game mode, I just feel like it's missing something by comparison, and just trying to offer food for thought about ways to make it more dynamic.
Elimination is conquest but there are no safezone, the point is capture all objectives and prevent the enemy team from respawning in the main points
Shameful is a rarely played gamemode
Y played only 6 games on that gamemode
Restarting the clock after zone capture is too much. Replenishing 10 mins max per zone is fine but restarting 30 mins everytime makes the games take too long and makes it have no benifits to defend hard on certain points.
I will state my current feelings about this mode in one final try. Each point is it’s own message so react to it if you want it.
- Attackers need a ticket system. There should be no reason why the defenders should have to pray that the opponent doesn’t get a lucky cap at the last moment. Until something like this is added, there is literally no point of being a defender. Your better off just disconnecting or only going for things like most kills or heals. As for how the ticket system works, just throw a random number on it to start and see how long matches last, are they close down to the last ticket or complete blowouts. The closer it comes down to the last tickets the better, but with some leeway since some teams just suck at times. Reviving should prevent the loss of a ticket.
- Helicopters should be removed entirely or limited to one per team. Their ability to instantly cap before any defenders can actually retreat to hold the point is broken. I would be fine with helicopters staying if something like point 4 is added to the game.
- There should be increased safe zones within each spawn, where the players cannot shoot. This would massively help to reduce the amount of spawn campers by forcing them closer to the battlefield where rifles can pick them off. Would also make recon much less of a problem and less of a need to nerf recon.
- Points should have a brief period where they cannot be capped after a sector is advanced. This would give chances for defenders to actually get to the point to hold it. Even if the attackers arrive early, they would still have to hold briefly before being able to cap it.
In the current state of this mode, i would say playing as anything other than attacker is pointless. I wanted this to be a better version of frontline where one team attacks and the others defend, but in it’s current state I think it’s the worst game mode there is.
Literally just copy the bf1 formula and you would be set on a decent game mode.
Most of those issues are because the cap speed is too high and the timer is too long. The pressure to win should be on the attacker mostly until they establish a foothold.
I don't really see a point for tickets though. It's just another timer
A duel timer ticket system is good. The timer deals with teams that only ever sit back without pushing, while the tickets deal with teams who just respawn spam their way onto points.
Current meta to get on points is to just respawn spam without trying to wait for a revive. This will also encourage players AND medics to actually revive teammates.
Cool, I agree
I made a mini rework suggestion of the gamemode: Feel free to check it out and share your thoughts about it there:
https://discord.com/channels/303681520202285057/1183914439561445456
Way too attack sided now. Points are captured too quickly
just played a game. it lasted forever. I hate invasion. Make it shorter.
Yeah, I think most people can agree that the timer needs a rework at the minimum. Defending hard for 20 minutes, only to then get pushed back and have to defend for 20 more minutes rough.
I'd be happy with 15 minutes for the initial push, and then incrementing another 10 minutes every new phase.
I'd also like to see the defending team start with squad points somehow, or all placeables are free for 5 minutes or something. Right now, you can't build up or layer any defense.
I'm a support main, and I find that a lot of people just don't know they can build things as is, so the few people who do build need to double time to create layers for defending.
I have yet to win a game as a defender since the update dropped.
You will propably not. It's very impropable to win, when attackers need like 5 sec to cap the point, which you can't take back. On Valley you will lose first set of points in your first minute
Flag capping is far too quick. Makes no sense that the attackers can cap a flag within like 5 seconds even if no defenders are on it, especially considering how small the flag cap radius is. Defenders can't even try to defend if they aren't on the point. Invasion needs some serious work unfortunately. Could be great, but not in its current state. Attackers should also get a ticket limit instead of having all that time
we need cap points made for gamemode and map
making smaller circles works in some cases, but many times they still allow rat spots outside of the intended cap area. and in cases like this its hard to defend a tiny cap point that you cannot recap once you are pushed off of for less than 10 seconds
100% agree on this one
Capture points are an extremely silly decision for this mode, it just becomes about senseless rushing
Anyone that's not throwing themselves at the point isn't doing anything helpful with such small maps
This needs to be ticket based
Each phase should give the defenders 1000 tickets and reaching zero causes them to be pushed back one stage
While attackers get something like the full 3000 pool with a small bonus per stage maybe
Game mode is too map dependent. Isle is the worst offender in my opinion.
Eh, it should be like rush. Defenders get unlimited lives and it puts the pressure on the attackers to actually attack.
Hmm that's a good point yeah
timer reset when all sector captured? now the favor shifted to attacker, lol
Timer wouldn’t reset, it would add time like 5-10 minutes per sector capture. Personally I’m more in favor of 5 minutes but let talk more.
Start with 20 -30 minute on timer and it then adds some more per sector cap.
tbh, it's pretty much confirm attacker wins atm
nvm i can still fly
Valley
I don't know why this gamemode was released as Done and not Experimental. All it takes is 3 attackers each with a humvee to just blitzkrieg the game and win in under 2 minutes.
You get the clock fully reset when taking objectives?
We defended until 8 minutes left on the first set of points, they FINALLY took it and now have another half hour. What the hell this is so attack biased
Agreed with people above. Capture time and radius is way to small to go along with lockout
Increase capture time and radius if you want to keep lockout
By a good amount
Agreed, the favour has shifted toward attacker entirely
we need to voice ourselves about this. I got around less than 5 min, and then full reset. its really annoying for defenders
we also need tickets for invasion, so defenders can also end the game faster, not just defend for full 30 min
Check out my points above, I outline a few of these features and potential fixes.
instant cap speed is a bit wild
I enjoyed the mode while it lasted. The Oceanic community prefers Domination unfortunately
I think the Execution of the new invasion gamemode control point is.... a poor decision to be blunt and honest. and here is why i think so. In very large gamemodes (64v64 / 128/128) trying to keep soldiers controlling Every point is like herding cats, too many pugs too few coordinated people to control the points so one eventually gets taken and overwhelmed then everyone eventually loses and if your a defender it makes it exponentially harder to play. how it is now the gamemode has little to no way for defenders to win.
Rounds can now last up to how long? How many Stages are there on Isle? 7 or so? So up to 3,5 hours - 7 seconds
It feels like the Quarterly capture has no impact because it will always either be empty 0/4 for the attackers, or 3/4 - I never ever noticed any of 1/4 or 2/4 stages ever being reached without instantly going to 3/4
And the fact the timer resets to fully 30 min every stage is kinda garbage and makes the mode drag out enormously.
Each stage is 30 min no? If so max 3.5 hours, bit yeah, it is hilarious how utterly inconsistent it has the potential to be
This as well, it is such an obvious result of this system that it is functionally identical to a shorter timer on the old one lul
IMO making caps depend on the volume of people is a terrible design choice across the board i.e. Conq too
I think there should be a specific interactable thing that initiates a constant cap rate when triggered
And it doesn't have to be static, could be something like a flag that attackers just need to keep somewhere inside the circle
There should be a system that despawns sandbags, mostly for Invasion.
I play a lot of support and therefore build a lot of cover. I often hit the limit at one zone.
This comes as a surprise as i cannot place any more sandbags even tho nothing warns me that i cant (i can toggle the cover, its green but nothing gets placed.)
Now in Invasion, zones get switched. This makes it impossible to refund your older cover so that you can place new cover.
The quick fix for me is that i jump squad everytime I hit a limit, and do this over and over again.
So when a zone is captured in Invasion, slowly despawn old cover placed by atleast the defending team?
Sounds like something that merits its own suggestion post
Thanks, where do I find that chat room?
Don't, there are already 2
Upvote and chit chat (ontopic) in one of them to refresh it to the top of #1170727258537865367 again.
Thank you for letting me know.
Played this gamemode again after the change. It's better for attackers. Sometimes too much though, attackers can very easily snowball and just win in less than 10 minutes.
it doesn't always happen but when it does it's been unstoppable
particularly when it wasn't 127v127
invasion is kinda unplayable, its mostly speedrun ending the game rn
not even chaotic fun anymore just ends way too fast
I agree with Basinga, Invasion has definitely flipped into an Attacker-favored mode.
I think what needs to happen is a reduction or complete removal of the timer "boost" after Attackers capture a sector. Right now, matches start at 30 mins, and if Attackers make it to the next sector, the timer is set to 30 mins again, meaning Defenders must always defend one sector for 30 mins if they want to win.
This is basically impossible, which is why Defenders always lose.
That and flag cap speed is nonsensical
Theres 3 stages per map im pretty sure. The entire map isn't "invaded"
flag cap speed needs to be lowered significantly.
cap zones need to be built for the mode(this should be done in general, the spheres do not work on all points on any of the maps, with some areas having points in small corners or just on a single spot by a wall for example that are otherwise not exactly on point)
cap zones need to be larger at the very least, much to small with a cap lock out for the zone.
time should be either +10 or +15 min at the most every sector capture, lots of games where the attackers get a cap with less than 30 seconds on the clock and the time resets.
cap speed needs to have an upper limit, rather than exponential based on total players it seems to be now. maybe 1-8 players with the fastest cap speed with 8 players in the zone.
why can defenders recap final quarter of a zone? is this intended? it works for now because otherwise the attackers just steam roll, but if fixes come in will this stay the same?
Na, Isle definetly has more than 3 stages
Dang, maybe I would know if people would stop voting for the same 2 maps 🙃
That's inconsistent, why would Isle be the only map with more than 3
doesnt valley also has 4?
Now im going to have to double check...
I dont know if this gamemode can ever be proper. It doesnt really punish deaths with tickets and non squad spawns are still really close to the objectives
I think it was better as a mindless operation metro game mode for the gun kills & attachments rather than a quick 10 minute gamemode half the time
Unfortunately those posts got nixed by mods since it was "feedback" for the Invasion mode
Here was the post in Invasion
Yes, was playing on dusty the other night and we were on one stage for 25 minuites and then swept through two stages in less than 5 minuites to win.
That change today was a real "huh" for a moment
Why? It was always the idea to make the quartering meaningful
Right now you only ever see objectives being at 0/4 or 3/4 captured
It's very good change, imk could even stay long term
Now you need to capture and hold the point, no more less tha 1 min Valley rushes by 3 guys in a jeep
Tbh that was so bad that i dont even know if the fast capture was even intentional
doubtful
If it was intentional it was a dumb decision
even the most unobservant person could see a full cap in less than 4 seconds was a bad idea. I think he just left the top speed uncapped
Still need to fix the timer and add a ticket system, then invasion would be in a much more playable state.
The fact that a match can go on for an hour is stupid.
This is Battlebit not competitive csgo
yeah +10 or +15 should be the most you get from a capture up to a max of 30 min, so i you steam roll and the defnders rally you dont have 50min on the last sector
I would love to see the Invasion objective UI reworked or clarified somehow. It's difficult to tell the status of objectives or to differentiate placing a squad order on an objective. Also, in my experience, most Invasion games have either been stalemates that seem to last forever or completely one-sided that end in less than 5 minutes. Not sure how to address that.
Some the latest update changes definetly improved the pace of the gamemode
One thing that confuses me is the removal of score rewards from point capturing
Also another thing I encounter on Invasion is constant lack of Squad Points due to captures no longer giving them
Or squad mates not following orders
Invasion on Basra might be one of the worst map/mode cominbations to date