#Invasion - Feedback

1 messages · Page 1 of 1 (latest)

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

  • No gifs
  • No 'skill issue'
mild tiger
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This mode is literally just rush with vehicles

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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

lapis relic
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Is there a timeout for Invasion? Seems like the rounds could run long.

rare berry
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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

halcyon lodge
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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.

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Isle on RU side feels like a fucking D-DAY

rare berry
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Also one rhing i noticed is that the flags doesnt need to be fully captured for you to win or advance

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you can just have 1% of it and you win

slender garden
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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.

halcyon lodge
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Attackers struggle

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But that may be map dependent

rare berry
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what the guy say basically on top of me

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i think those are good chances

rare berry
# halcyon lodge Attackers struggle

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

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other than defending 20 minutes

lunar lodge
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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.

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Or shortening the time but reduce stages by only needing to have 2 Objectives?

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One thing is clear, its very defender sided on first impression

slender garden
# lunar lodge It would actually be something that would set it apart from Rush more. Defenders...

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.

brazen briar
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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.

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I think ticket consumption might have to be a per map balancing.

grand nymph
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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.

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Other than that I like the game mode

rare berry
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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

inner sail
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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

grand nymph
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would've helped with this gamemode

rare berry
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i actually tried to use the squad leader stuff but people tend to ignore it

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outside of the real medic that stayed with me on C to defend it

grand nymph
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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

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my experience with it so far

inner sail
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give us voice lines for the points and orders

rare berry
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Make the voice actors be in a real firefight so it can be more authentic

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Bonus points if they have ptsd

lunar lodge
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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.

solid nimbus
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is there a way that the defenders can win?

inner sail
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time limit only I think?

rigid bronze
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I think 3 flags is usually too many

latent furnace
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What is the point of this mode?? Its like a worse version of Rush. STOP trying to reinvent simple game modes. 1/10

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Its already hard to find a full server. Stop adding game modes that barely change anything. Conquest, Domination, Rush, TDM. Full servers.

rigid bronze
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I like it a lot personally

obsidian zealot
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yeah a lot of the game modes feel like the exact same imo

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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

halcyon lodge
halcyon lodge
steep saffron
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I like the time length and there not being tickets personally

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And like the game mode better then Rush

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I know it's three dudes making the game but, as far as EA have fallen, no one does Rush as well as EA

haughty glacier
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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:

  1. display time and amount of stages on map to track progress.
  2. 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.

zinc jasper
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also the frontline too small, no flanks

inner sail
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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

halcyon lodge
royal magnet
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free spawncamp kill farm nice job 👍 well done

agile root
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with this new mode game feels less empty on the big maps i like it

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yeah i kinda aggree attackers should have tickets

agile root
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but i think it should be looked it some can be hard to pushed cuz they dont have cover

stuck ether
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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

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My English is bad, so it will be easier for me to say it on russian

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На картах по типу valley происходит хрень, снайпер на снайпере сидит и снайпером погоняет

hearty magnet
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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

stuck ether
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200/127 snipers

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at valley

leaden cedar
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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.

runic halo
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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.

stuck ether
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it feels more like old bomb planting mode

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what was removed

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forget it name, maybe rush?

mild tiger
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It's just rush with capture zones bruh. Rush is still in the game lmao, it's only in 32s

stuck ether
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oh

mild tiger
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Rush should've gotten a big update rather than push out this new mode tbh

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I want vehicles in rush 😔

stuck ether
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i do't understand why, but people play a lot on valley on invasion

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and god damn it shitiest decision ever(snipers in hills, in forest, they even in you pants xd)

thorn portal
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I'm always happy to play something other than Conquest

agile root
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atleast i can see people are doing objectives instead of just runnning around and dont know what exactly to do.

stuck ether
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yeah

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i realy enjoyed a lot holding B on the tensa until most of the second floor walls was demolish

floral grove
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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.

grand nymph
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Isle at the moment does show how small the frontline can be

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cause you're basically moving up and down a thin line (how the map is shaped)

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and I do think the spawn walls do need to be apart just a bit more

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I don't feel like I have any breathing room to set up any cover let alone my rally point when I'm SL

stuck ether
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Isle is another shit map for invasion

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Isle and valley

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Just two open maps with no places to hide

rare berry
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It was something to hear those in the lower floor saying they have been overwhelmed

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And that they are in the building onlt to hear more and more screams

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Why need voice actors like in bf1 if our own playerbase can make us feel dread and that our doom is approaching

halcyon lodge
stuck ether
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idk, i don't like maps had sp much open space

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because no fun allowed guys ( snipers)

rare berry
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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

rare berry
stuck ether
rare berry
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Not saying you do but there are definetly ways to do it

stuck ether
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like in valey they captured only 1 line and after what can't move foward

rare berry
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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

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Never saw a defender team win in the 7 matches i played

stuck ether
stuck ether
stuck ether
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and for heavy 3 frag, 1 flash, 2 smokes

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or choise

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what and gow many types you want to bring with you

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like someone in frag rpg7 feedback saying about using different ammo with one rpg7/rpo7

halcyon lodge
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Snipers are possibly the easiest thing to counter

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You can do that in open field. Just start running and jumping 180° mid air

rare berry
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Basically

stuck ether
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m110 go brr

rare berry
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The onlt time they are the most dangerous class is when you dont even know they are aiming at you

stuck ether
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or what one dmr

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forget wich, mk20 or m110

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one of them

rare berry
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Tbh that would be to any class that uses

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Not just sniper

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And i rarely see sniper running dmrs since why do that

stuck ether
red warren
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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.

lunar lodge
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For me its the opposite, Defenders almost always won

zinc jasper
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Yes

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That was my experience

red warren
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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.

covert dome
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i feel like defenders are in such an advantageous position, no flank routes

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can u add in more flank routes pls?

covert dome
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idk tho, didnt play for a lot, the time i did, we were getting camped

rare berry
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In the maps i played i saw alot of flank routes or more than one position atackers can advance

covert dome
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really? alr

rare berry
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Also that even with some points being in the back they tend to be captured early

covert dome
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maybe make it similar to attack defend from other games?

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i was on tensa tho

rare berry
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Even faster when one of the first points are capped end you get straglers running around

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Let me like

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Pull a pic of the map im saying

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Im shit at remembering names outside of namak

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Me like namak

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Ok it is tensatown

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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

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Leaving the other front points weaker to defend

covert dome
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we were pushing slowly on phase one, but i didnt play for long

rare berry
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First phase though it can be defender side
Not sure since we got steamrolled fast

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Actually no we held for 10 minutes in c

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The most chaotic and fun shit i have ever experience since we were attacked from all sides

covert dome
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those moments happen, ur holding and have to defend constant pressure, everyone screaming in the mics

rare berry
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"THEY ARE IN THE BULDING"
"THEY GOT IN"
"FUCKING HOLD THEM OFF YOUR STUPID FUCKS"

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Those were the final words before losing the point

covert dome
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those are the best moments

stuck ether
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isle, btr spot xd

covert dome
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im sorry, WTF???

stuck ether
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they stay on this islands and shot to objectives

rare berry
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Defender side yeah?

grand nymph
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The defenders have wayyy too much of an advantage cause they can be offensive without anything holding them back

stuck ether
grand nymph
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just played kodiak on the attackers and they literally spawn camped the attacker side

rare berry
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Idk if is for every map but all of those i was had helicopters for you to be able to be on the backlines

grand nymph
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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

rare berry
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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

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Snd then it becomes a domino where alot of defenders go to that point

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Just in time that the attackers are focusing on one full force

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I played like 5 out of the 7 as defenders

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Never have even won a single one

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We got close but never in time
Like 20 to 15 minutes left

grand nymph
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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

agile root
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because squad lead keep telling us what to do

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kek

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and it was a random squad too

grand nymph
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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.

agile root
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are you refering to the attacker side?

grand nymph
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Yes

agile root
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if yes yeah i kinda feel attackers had hard time getting squad points

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compared to defenders

grand nymph
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Hmm, no wonder it seems like defenders are able to get to points faster

agile root
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thats just my exp from all the games not saying everyone in general

grand nymph
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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

agile root
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i also experienced losing as defenders but not often. fastest lost ive experienced so far was about 10mins or something around that

severe hedge
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no where to put a spawn point to avoid that issue if you even managed the points to drop one

lunar lodge
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Community Survey:
I think Invasion is:
🅰️ - Attacker favored
🇩 - Defender favored
Please react below

steep saffron
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(N for neither 😛)

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Sure there's no tickets but half an hour is a long time to be losing or at least not making progress

supple dome
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There's a lot of map that has no resupply point..... kinda bad if your using tanks/heli

lunar lodge
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Its 40 minutes a round

steep saffron
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Even more so

steep saffron
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I guess it's map dependant

supple dome
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Kodiak doesnt have one, Isle only have for Heli's none for tanks

steep saffron
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I got into a 32 v 32 round with no vehicles at all once

steep saffron
agile root
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feels like the game mode is map dependent

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for now for me

steep saffron
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Tho I will say generally, I think we are hitting a point of game mode bloat

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If it doesn't exist as a suggestion already, I may say let's work on what we have now before anything else

rare berry
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I really think this gamemode ahould have stayed a bit more in the oven

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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

grand nymph
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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.)

grand nymph
rare berry
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Tensatown is a map that attackers can have a good time

grand nymph
rare berry
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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

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Second phase something like point c it is easy to capture

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Since alot of people tend to be at A or b while 10 guys in c sometimes

agile root
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tensa town is only good for attackers at 2nd phase

rare berry
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Thinking about it have been playing on thsi map alot

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Ans i didnt even choose it half of the time

rare berry
grand nymph
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I'm still really loving the gamemode though

rare berry
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Frontline with the chaos of rush

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Really good to see more than 10 people in a point

grand nymph
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yeah this is 100% a frontline replacer mode

steep saffron
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Love bipoding up

rare berry
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MFW i can actually fucking do a nest and it doesnt get abandoned because no one comes here

steep saffron
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I hope they add building to the gun range I wanna practice making actual buildings / encampments

grand nymph
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Once the noobies find out they can build its going to be so much cooler as well

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you'll see borderline trench warfare

rare berry
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Recon only squads community server

steep saffron
rare berry
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Ww1 type of warfare if you can only get rifles

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Pump the damage so you can die to a one shot or be brought to like 5 hp in a body shot

rare berry
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i think map balance is more important

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Than some qol changes for both attackers and defender

steep saffron
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Yup, so let's trim the fat and make this mode work better

rare berry
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Tickets, timer for defense at the start etc

grand nymph
steep saffron
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Gonna go play invasion when I get out of work while my sheets are washing

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Tho to reveal my biases, I have not yet attacked in Invasion

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5 rounds across three servers and I've always defended

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Maybe I'll change my mind on the other side

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I did lose once

steep saffron
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Yeah will do so

agile root
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doing isle right one of the worst map for attackers

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lmao

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like bruh

steep saffron
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Hmm, yeah safe zone definitely funnels you towards A to B to C instead of all equally

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Though is the next zone north relative to the image or west?

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East*

severe hedge
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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

steep saffron
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Some maps are 1 flag

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When I played the 32 v 32, first objective was one flag

severe hedge
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on 256?

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yeah i meant even for 256

steep saffron
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Could be doable

severe hedge
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radius scaled accordingly

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zones/phases could increase/decrease depending on the map and how fast this change plays out rounds

steep saffron
midnight ibex
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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.

midnight ibex
lean trellis
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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)

vernal falcon
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Uhm can somebody explain where are vehicle repair/rearm boxes on Isle map for the defender?

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There isn't any on the conquest tank spawn and nor on the temporary spawns

late dove
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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 +

steep sleet
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Un nerf lil bird

polar oracle
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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!

polar oracle
quaint kite
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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

hearty hare
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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.

hexed torrent
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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.

crude otter
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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.

mild tiger
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I didn't realize I was on the defending team at one point while playing today

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after capping all 3 objs I was very confused why we didn't move on lol

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It really feels like two forces just crashing into each other

halcyon lodge
halcyon lodge
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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

hybrid mirage
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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?)

inner sail
#

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

compact hearth
#

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

halcyon lodge
halcyon lodge
#

Played 10+ games alredy, can't figure this shit out

sand bough
#

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.

noble crystal
#

I love not expending tickets 😂

brazen briar
#

IMO transport helicopters should not be in this game mode.

lilac ice
#

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

vague shard
#

best mode in the game.

polar oracle
#

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.

rose torrent
#

why are there no repair shops on kodiak

grand nymph
#

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

polar oracle
#

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!

lunar lodge
#

"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.

grand nymph
#

I don't know anyone who plays 32v32 on any gamemode to know much about how that'll work out

severe hedge
#

theres some dedicated Rush players. Pretty sure they'll just keep playing that

steep saffron
#

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

crisp marsh
#

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.

agile root
#

but its very difficult

crisp marsh
#

That's why I said almost

agile root
#

oh right

#

2 maps ive seen that are very difficult for attackers are tensa and isle

crisp marsh
#

Coastlines are historically one of the easiest places to fortify, hence why it is so darn hard to invade on Isle.

crisp marsh
agile root
#

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

steep saffron
#

(They're talking about Invasion rn)

#

Removed a flag on Kodiak

grand nymph
#

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.

agile root
#

did i say right i meant left side

#

but map does feel better than most maps ive tried

grand nymph
steep saffron
#

I still feel building is very underutilized in this game

whole lynx
#

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

viral reef
#

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

steep saffron
#

Agreed tbh

#

Tho I just got off Salhan, even with two tanks they were both sitting at the edges of the attacker spawn

lunar lodge
#

people love chaos

steep saffron
#

Think the new guys will only know this game for Invasion lol

lunar lodge
#

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.

agile root
#

tho i do think they should change the heli for isle

#

instead of blackhawks it should be littlebird

#

transport littlebird

#

for attackers atleast

simple sundial
#

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

agile root
#

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

turbid arch
#

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.

viral reef
# lunar lodge Anyway, what are your thoughts that balance is now done on an individual level, ...

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.

viral reef
# simple sundial The timer should be a lot shorter in the beginning, then you should gain time fo...

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.

serene island
#

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.

lunar lodge
covert dome
#

Balance invasion in favor of the attackers

viral reef
#

Yes please 👍

steep saffron
#

I could get behind shorter initial time with extensions if the attackers break through

stuck ether
#

too many servers, like most of people play only invasion, wtf?

slate quiver
#

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

brazen briar
#

They are coming in the next update

slate quiver
#

ok
but why in the world were they forgotten??? does nobody ever care about vehicles?

steep saffron
#

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?

brazen briar
#

Helicopters should be removed or limited to like 1 per team.

unreal mountain
#

This is super defense favored isnt it

halcyon lodge
unreal mountain
#

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

unreal mountain
rare berry
#

zalfi bay invasion looking good ngl

dusty drum
#

Isle RU is so bad.

played this so far 5 times, RU lost every game and didnt capture the first points a single time

wild sluice
#

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

languid narwhal
#

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

polar oracle
#

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

oak violet
#

not being able to spawn on points you own is killing the attacks

#

good idea , terrible implementation

polar oracle
#

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.

frail solstice
#

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
vague shard
agile root
#

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

polar oracle
halcyon lodge
#

No one knows, honestly. But like they are in game. But devs's don't care. It definetly raises some suspicions

grand nymph
#

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

slate quiver
#

Yeah, many maps/objectives are too small or have too few objectives to not have massive meatgrinders

velvet narwhal
#

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

steep saffron
#

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

lunar lodge
#

the mode is definetly defender sided but making it unfun by increasing wait times is not the way

steep saffron
#

Sounds like fun to me

#

Spawn-run-die is already an issue in this game anyways, maybe it'll encourage people to actually think

velvet narwhal
#

Isle attack is completely unplayable, the water around the rocks is considered deep in places you cant avoid walking around

simple sundial
#

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

steep saffron
#

It's just that it's new

#

Thought I do find it refreshing

#

Conquest gets kinda circular, especially when nobody wants to defend

velvet narwhal
#

I honestly prefer it to conq, I agree that it just gets circular. I like there actually being a front

steep saffron
#

When I'm squad lead on conquest I try to hold the enemy end cap just to make it more fun

shadow bramble
#

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.

viral reef
#

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! 👍

primal sparrow
#

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

shadow bramble
viral reef
#

Exactly! 👍

vocal gorge
#

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.

opaque ginkgo
#

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.

tardy parrot
#

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

lime summit
#

Can we mark the vehicle resupplies on the map please? since they aren't in their normal location.

junior hare
distant osprey
#
  1. 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).
#
  1. 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.
#
  1. 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.

versed valve
#

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.

lunar lodge
versed valve
unreal mountain
#

can we get the other game modes back? kittenCry

opaque ginkgo
polar oracle
polar oracle
agile root
agile root
#

that you can vote for successive times

agile root
#

out of all points in tensa town phase 1 point A so hard to take once its so fortified lmao

unreal mountain
#

there's no point to pushing on attack just enjoy leveling up the guns

halcyon lodge
#

This game modes feels like fighting for ruins after 5 min. All buildings on and around points will get destroyed fast.

agile leaf
#

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

unreal mountain
#

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

languid narwhal
unreal mountain
#

there's alot of little things that favor the defensive team

#

like I've seen their ⬇️ spawn being closer to the objectives than attackers

languid narwhal
#

yeah its heavily unbalenced

#

ive seen attackers won ONCE out of like 20 matches

unreal mountain
#

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

languid narwhal
#

defenders shouldnt be able to recapture, or at least it should take a lot longer to cap

unreal mountain
#

the attacker experience

severe hedge
#

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.

junior hare
#

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

covert ingot
#

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.

covert ingot
junior hare
#

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

languid narwhal
polar oracle
lone mist
#

You should have to earn extra time like EVERY OTHER IMPLEMENTATION OF THIS KIND OF MODE, EVER

#

invasion sucks

unreal mountain
polar oracle
#

Don't know about the timer, they seem to be the same

compact hearth
#

When you enter a game that has already started, it is unclear whether you are playing for attackers or defenders

unreal mountain
#

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

agile root
#

i mean you can check the map which side has a bigger portion no?

unreal mountain
#

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

polar oracle
#

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

lunar lodge
vernal falcon
#

"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

hidden bloom
rose torrent
#

i like invsion how it is, i can farm everyone

vague shard
#

not if you're tensa attackers vilCry

rose torrent
#

i change teams if i can, but i still do fine. I dont play infantry lol

wanton meteor
#

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.

agile leaf
#

?

#

nothing wrong with tensatown imo, doesn't have snipers nor tanks abusing the red zone

vague shard
#

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

drifting widget
#

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

unreal mountain
#

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

pulsar rune
#

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

unreal mountain
#

everyone's favorite!

drifting widget
vagrant sleet
#

i personally like the concept for this gamemode but a lot of the maps are ROUGH

agile leaf
#

Worst experience I had in this game go back to frugis/tensatown/azagor kind of maps please

covert dome
#

game is defender sided

#

*gamemode

vital bluff
#

Will there be on 64v64?

lethal depot
#

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

agile root
halcyon lodge
#

Arguably better

light cosmos
#

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

mild tiger
#

You'll just get c4'd

light cosmos
#

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

mild tiger
#

Vehicles are decent at supporting pushes from the back more so than the front in this game

light cosmos
#

But being 200m behind the frontline is useless

#

Also this is 127vs127, what are supposed to do but trust your team?

agile root
light cosmos
agile root
#

supporting

#

from the back

#

where rockets cant reach them

#

nor getting c4d

#

by speeding demons

light cosmos
#

Sure, lets say that is actually supporting

#

How do they help with the objetives?

agile root
#

kill people

#

with their very long range capability

#

so others can push?

vocal gorge
#

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

light cosmos
vocal gorge
#

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

light cosmos
#

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

agile root
#

meanwhile tanks and btr can do aoe damage

#

which can take multiple people at a time

light cosmos
#

Tanks shells at most

#

The BTRs aoe is really irrelevant in my experience

grand nymph
#

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

light cosmos
#

Yes, that could be my eye test fooling me

#

But that's my experience

vocal gorge
#

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

grand nymph
#

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

light cosmos
vocal gorge
#

Good tanks and btrs can play as AA cannons, but most of the time it's hit or miss

light cosmos
#

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

vocal gorge
#

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

agile root
#

aight

#

in a 127v127

#

aight goodluck wasting all their utility

light cosmos
vocal gorge
#

Tanks have like a 3+ minute timer?

#

I'm not talking about infantry there

agile root
grand nymph
#

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

vocal gorge
#

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

light cosmos
#

Would lowering the respawn time make them too strong?

agile root
#

no

vocal gorge
#

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

light cosmos
#

Falling back and repairing would still take less time than the sucuide

#

But not like 1:30 more

grand nymph
#

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

vocal gorge
#

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

rose torrent
vocal gorge
#

That is one thing I do agree on, Blackhawk miniguns should 100% do some level of damage to a tank

rose torrent
#

Im all for them shooting at us, but doing in spawn makes it hard on invasion to even leave safe zone.

vocal gorge
#

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

rose torrent
#

Littlebirds used to damage btrs but the changed it

vocal gorge
#

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

hidden bloom
#

Maybe dont park in front of a tank or sth

vocal gorge
#

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

hidden bloom
hidden bloom
#

It's as unreliable for people trying to take a BH down as it is for the one piloting it

vocal gorge
#

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

polar oracle
rose torrent
polar oracle
inner sail
#

Helicopters being the victims, sure bud.

polar cosmos
#

can you set a limit to how many times a game mode can be played in a row please

indigo grotto
#

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

neat magnet
#

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.
thorny maple
#

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

covert ingot
#

Invasion could definitely be the premier mode in the game, I think the map layouts need some adjustment though

languid narwhal
#

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

arctic vine
#

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.

empty jay
#

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

indigo grotto
#

In my games the defenders won everytime unless the attackers were stomping, like 90% win rate as defender...

inner sail
#

new 25% no recap would help alot I think

hidden bloom
#

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

mild tiger
#

I like my train mode idea

#

But it would take work 😔

inner sail
haughty glacier
hidden bloom
severe hedge
#

Are the quarters of a point in this new mechanic faster to cap than a whole point?

viral reef
#

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.

agile leaf
#

From today thanks for the experiece of not playing the game

viral reef
uneven basalt
#

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.

lilac vortex
#

Tbh this mode should be renamed sniper infestation due to amounts of snipers there, literally 50% of teams are snipers

uneven basalt
#

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.

crisp mauve
#

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

analog lichen
#

Is it normal that when attackers capture a sector, the timer resets to 30 minutes ?

rare fern
#

Went from defense heavy to offense heavy.

Still super unbalanced

crisp mauve
#

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

brazen briar
#

The color of the locked sectors should be changed to better clarify that the attackers have captured them.

halcyon lodge
#

Not because its strong or annoying, but because half of lobby can be a fucking recon and don't contribute to the team

brazen briar
#

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.

halcyon lodge
#

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

brazen briar
#

Capture speeds are way to fast right now also.

#

Nearly instant.

indigo grotto
#

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

brazen briar
#

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.

lunar lodge
ashen lodge
#

please revert it back to the old system

severe hedge
#

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

ashen lodge
#

even before, the sides had a more balanced chance than now

severe hedge
#

but have the potential to go 1.5 hours...

#

bonkers

brazen briar
#

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.

inner sail
#

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

brazen briar
#

It probably isn’t intentional. It most likely wasn’t scaled properly for the amount of players on point.

inner sail
#

I think its just more obvious now that defenders cant recap, I don't think the rate was changed at all

brazen briar
#

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

inner sail
#

oh yeah no, haven't seen it be that fast

#

or at least been on point to see it, but damn

brazen briar
#

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.

opaque ginkgo
#

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

inner sail
#

I think 3rds would be better, but the cap rate needs to be fixed to compensate for being unable to recap

opaque ginkgo
#

imo mode is super fun but needs tuning, polish, and an obvious direction for players

opaque ginkgo
inner sail
#

we need battlefield 1-esque radio comms at least for this gamemode

thorny maple
#

would be nice if squad points were awarded on any kills, at least like 10

carmine nimbus
#

very fast gamemode

#

1 man can capture point for 3-5 seconds

#

very gud

rose torrent
#

wait were helicopters removed from invasion or just on outskirt?

opaque ginkgo
polar oracle
#

I don't understand this gamemode. It captures a quater of the way but stil caps?

polar oracle
inner sail
opaque ginkgo
opaque ginkgo
#

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.

opaque ginkgo
opaque ginkgo
#

alright thats enough evidence

opaque ginkgo
#

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.

halcyon lodge
brisk stream
#

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

slender ore
empty jay
empty jay
#

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

halcyon lodge
#

Wheres engi

empty jay
halcyon lodge
halcyon lodge
unreal mountain
#

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

halcyon lodge
#

There is so much snipers in inv, that they are shooting at armoured vehicles, because there is not enough targets lol

lunar lodge
#

No dude, Recon is dead and unplayable according to some people here, didn't you get the memo?

halcyon lodge
#

No I didn't

light cosmos
#

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

brisk stream
#

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.

hidden bloom
#

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.

lunar lodge
#

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"

hidden bloom
# lunar lodge Thats not possible because Vehicles spawn in each teams safezone and not putting...

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.

brisk stream
#

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?

half pine
# brisk stream Also about whole sniper being OP talk. Snipers are not really OP in any game mod...

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.

upbeat bramble
#

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.

opaque ginkgo
opaque ginkgo
#

Also in my experience every game mode devolves into spawn camping, but that's really just a product of having to defend things.

halcyon lodge
#

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

thorny maple
#

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

inner sail
#

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

thorny maple
#

yeah it’s probably bugged (i hope)

#

but still the main thing that should stop defenders from recapturing are attackers not oki

inner sail
#

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.

opaque ginkgo
#

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.

upbeat bramble
# opaque ginkgo Tickets aren't enabled for invasion, it's a timed mode. I don't really get the m...

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.

inner sail
#

move the safe zone up with a fully captured point, allowing a protected flank or center?

opaque ginkgo
#

I feel like this is the 3rd most structured mode with CTF first, then Rush.

upbeat bramble
# opaque ginkgo I really don't agree with it being linear. It's super easy to pull off all sorts...

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.

empty jay
#

Shameful is a rarely played gamemode

#

Y played only 6 games on that gamemode

mental lintel
#

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.

brazen briar
#

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.

  1. 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.
#
  1. 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.
#
  1. 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.
#
  1. 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.

opaque ginkgo
#

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

brazen briar
#

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.

lunar lodge
rare fern
#

Way too attack sided now. Points are captured too quickly

polar cosmos
#

just played a game. it lasted forever. I hate invasion. Make it shorter.

upbeat bramble
#

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.

polar oracle
#

I have yet to win a game as a defender since the update dropped.

halcyon lodge
rapid whale
#

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

inner sail
#

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

rapid whale
hidden bloom
#

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

lone surge
#

Game mode is too map dependent. Isle is the worst offender in my opinion.

opaque ginkgo
solid idol
#

timer reset when all sector captured? now the favor shifted to attacker, lol

brazen briar
#

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.

solid idol
#

tbh, it's pretty much confirm attacker wins atm

rose torrent
#

i cant with the snipers

#

god help

rose torrent
#

nvm i can still fly

coral folio
#

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.

rare fern
#

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

forest marlin
#

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

solid idol
twin wolf
#

we also need tickets for invasion, so defenders can also end the game faster, not just defend for full 30 min

brazen briar
#

Check out my points above, I outline a few of these features and potential fixes.

hallow lynx
#

instant cap speed is a bit wild

thorn portal
#

I enjoyed the mode while it lasted. The Oceanic community prefers Domination unfortunately

native warren
#

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.

lunar lodge
#

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.

hidden bloom
hidden bloom
#

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

half chasm
#

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?

hidden bloom
half chasm
lunar lodge
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Don't, there are already 2

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Upvote and chit chat (ontopic) in one of them to refresh it to the top of #1170727258537865367 again.

half chasm
unreal mountain
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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.

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it doesn't always happen but when it does it's been unstoppable

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particularly when it wasn't 127v127

royal kiln
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invasion is kinda unplayable, its mostly speedrun ending the game rn

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not even chaotic fun anymore just ends way too fast

dawn cliff
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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.

rapid whale
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That and flag cap speed is nonsensical

opaque ginkgo
inner sail
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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?

lunar lodge
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Na, Isle definetly has more than 3 stages

opaque ginkgo
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That's inconsistent, why would Isle be the only map with more than 3

lunar lodge
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doesnt valley also has 4?

opaque ginkgo
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Now im going to have to double check...

unreal mountain
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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

vocal gorge
rose torrent
mild tiger
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That change today was a real "huh" for a moment

lunar lodge
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Why? It was always the idea to make the quartering meaningful

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Right now you only ever see objectives being at 0/4 or 3/4 captured

mild tiger
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I mean like at a glance

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I was like "oh God why"

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Then I was like "oh ok"

halcyon lodge
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It's very good change, imk could even stay long term

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Now you need to capture and hold the point, no more less tha 1 min Valley rushes by 3 guys in a jeep

lunar lodge
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Tbh that was so bad that i dont even know if the fast capture was even intentional

inner sail
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doubtful

brazen briar
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If it was intentional it was a dumb decision

inner sail
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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

brazen briar
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Still need to fix the timer and add a ticket system, then invasion would be in a much more playable state.

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The fact that a match can go on for an hour is stupid.

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This is Battlebit not competitive csgo

inner sail
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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

dull remnant
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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.

light cosmos
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Some the latest update changes definetly improved the pace of the gamemode

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One thing that confuses me is the removal of score rewards from point capturing

light cosmos
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Also another thing I encounter on Invasion is constant lack of Squad Points due to captures no longer giving them

dull remnant
hexed torrent
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Invasion on Basra might be one of the worst map/mode cominbations to date