#Invasion gamemode - Feedback

1 messages · Page 1 of 1 (latest)

sweet ravine
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Share your feedback and opinions about Invasion gamemode where are one team must attack , capture and hold 4 objectives in order to move frontline forward to next stage.

Objectives are divided to 4 stages. mean once you capture one stage, the defend team wont be able to re-capture it back.

  • do not forgot to share your feedback about stages on maps where are it was feels disbalanced to you.
daring nacelle
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The lack of score rewards for recapturing an objetive confuses me

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I know you get double the reward for kills on the objective, but the lack of a separate reward confuses me since all other gamemodes seem to have it

cursive lintel
median aspen
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They locked the first one, this is just for feedback on the current stage of invasion

cursive lintel
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dafuq?

sweet ravine
median aspen
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I'm guessing since it has nearly 1k comments they were pulling up irrelevant things when they were searching for certain feedbacks

misty path
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Tell me if I am attacking or defending, it is not clear and if I join halfway through I have no clear indicator if I should focus on defending or attacking

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Also, switch the mod to tickets

humble wraith
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So what exactly changed since there is no patch notes about this anywhere?

daring nacelle
keen yoke
humble wraith
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Thats all? I think the objective overheads are bigger

misty path
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The mode just needs to feel like there's better stakes and movement

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Allow for attackers to win by perma capping objectives, and allow for defenders to win via tickets

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Current implementation is just worse frontlines

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And slowww

humble wraith
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So attackers skill get 30 minutes timer reset after each stage?

sweet ravine
misty path
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Do tickets on god, timers are just going to feel artificial

daring nacelle
misty path
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Timer means you will always take the same amount of time to win as defenders

sweet ravine
daring nacelle
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That might be an issue yes, I didn't have the pleasure yet of encountiring a coordanited attacking team

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Most of the time, it's one or two squads trying to capture other points while the main horde clusters around one

blazing trout
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Add tickets like battlefield breakthrough mode, timer gameplay is meh

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Imagine rush without tickets, that would suck right?

That's what invasion is right now

sweet ravine
zealous harness
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Beyond unpleasant. Meatgrinder gameplay is not what battlebit is about

sweet ravine
blazing trout
humble wraith
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"capture and hold 4 objectives in order to move frontline forward to next stage.

Objectives are divided to 4 stages"

  1. I am pretty sure there are only 3 objectives per stage
  2. If there are always 4 stages, then that would mean Kodiak and Isle must have changed, which I think did not?
  3. 127v127*
brittle oak
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for most public servers

blazing trout
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It happens in games of rush too sometimes, but not all of the time, and the game is still better for it

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Its still better to have tickets in rush if a team is bad and afraid to attack occasionally.

Yes it's going to happen in invasion, but not that often

brittle oak
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i think the objectives should be closer together for most layers, paying close attention to the amount of cover you get between objectives

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certain maps (valley second objective, isle 2nd + 3rd objective, outskirts 3rd objective) you have to cross lots of open ground between objectives, becoming recon food

blazing trout
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If players stuck in spawn is the biggest issue in invasion, make transport vehicles great again ez

daring nacelle
daring nacelle
sweet ravine
blazing trout
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Can I make a suggestion then?

Enable tickets for 64 server invasion for now

Then see if people camp more or less compared to 256 invasion with only a timer

daring nacelle
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I understand, all I would push for is a recon limit, because while the squad changes can help the little, I still imagine 1/3 joining a recon squad

blazing trout
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Every time invasion comes up on a 64 server I'm like
"Man it sucks to play a worse version of rush without tickets"

I thought it was a bug tbh

lilac notch
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is there some kind of wiki that shows all the current invasion layouts?

daring nacelle
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Invasion suffers from recon spam the most because the objective zones are an active killbox that you can't avoid and the attackers get hampered becuase those people don't play the objectives properly

sweet ravine
humble wraith
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Wait who is camping? Defenders or Attackers?

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Defenders right? Thats why attackers shouldnt get tickets?

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Can anyone explain to me why the timer resets instead of atleast adding time?

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Like whats the point of defenders for lasting out longer when the attackers manage to capture it in the last section completely nullying any effort the defenders put in the past 25 minutes

latent plume
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I cant think of anyone who does

humble wraith
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Every new stage is essentially a completly "new restart" of the gamemode

humble wraith
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In the past patch it reset the timer to 30 minutes after every stage?

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And since there was no mention that "Attackers now gain additional time instead of a timer reset" I assumed it is still the same

sweet ravine
humble wraith
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Yes, that was the point - defenders dont get rewards for doing well if the attackers still manage to progress. It doesn't matter if they hold off the attackers for 18 minutes or just 2 minutes.

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Nor do the attacker get any reward for capturing a stage fast or slow

sweet ravine
blazing trout
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I think its safe to say I'm in the top 1% of players who have played the rush game mode the most in this game.

Usually when taveracco and I are playing on 64 servers, we're using the game modes teams ticket count plus a quick look at player stats to determine how well our team is doing in general, its a good way to gauge how much fun were gonna have on a server and how into the game the teams are.

It's difficult to even get a feeling like your teams participating in the attack on an invasion game mode without tickets, usually I'm looking at the timer like it's a watch wondering if it's over yet.

Its really hard to get into that game mode with a timer system, seriously.

The feeling in those games of rush where you barely take a set of mcoms isn't mirrored when a team beats the timer and then it starts over

In my opinion

woeful dawn
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After entering the server, if the server is running the Invasion mode, use an interface to explain the rules of this mode, instruct players on what they should do, and specify whether you are currently on the attacking or defending side.

final wyvern
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Add a brief introduction to the game mode on the loading screen, can also be applied to other game modes.

finite zenith
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On the 64 by 64 servers apparently there are still maps from the 127 by 127 mode. It's pretty empty. No one can be found. The mess is mostly only on 1 point, the rest of the map is just empty

lunar summit
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Capture times still feel a bit fast

bright yacht
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I don't get why this gamemode isn't experimental as opposed to Frontline or CTF when this is literally the only gamemode that is being experimented with. I think a lot of people just clicks Invasion because it's NEW.

lilac notch
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The issue i have with invasion (and snipers) is that ZalifBay, Valley and Isle all have very little hard cover (which often gets destroyed mid round) which makes these maps very sniper friendly. It is way harder to play smgs on these maps and get close than just snipe from your teams savezone. Dusty Dew and Wine Paradise are also very sniper firendly but dont have that far flat sightlines.
Most Invasion matches are sniper invested because sniper is the easiest and least frustrating way to play the maps. The issue is not the sniper itself (more glint, bullet trail etc wont fix this) but the way the maps are designed.

Tensa Town on the other hand doesnt have the sniper problem but the first points are (in my opinion) badly placed and need to be redone.

From all the 6 different Invasion maps i have played so far only 1 is not that great for snipers (but snipers can and are still played on it) all other 5 are great to snipe at basically any point.
(No opinion on the new map havent played it enough)

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First area Tensa Town (screenshots are from smaller lobby size):
The entire north part of the map is basically unusable for the attacker side since it has no cover and the river that works as a natural border between C point and attacker spawn. Furthermore you have the small 'forest' inn the north which allows snipers on the defending side to cover that entire area while having basically no risk of being pushed because of the cliff/river and the straight path to them.
As a result you have almost all players attacking through the building part and a few trying to flank south through the 'forest' which has some cover but you need to cross the road to get to A which has no cover.
This means you have almost all players in the small triangle between A, B and the three arrows. This area is way too small for 200 players.
The defender red zone is also very close to A and C which makes it rather easy to get reinforcements on it.
If the game goes on for a while there is basically no cover on and around A and C left. So you fight 200 players in a small almost flat area. Furthermore if you manage to get the first Area all the cover behind A is gone and you have to attack through a flat area to get to the next points.

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Second area C Point. You have 3 ways to attack.
First one is from north with little cover along the road while getting sniped from the front and the side with no way to fight the snipers at your side.
Second one is the main route through the buildings. Nothing wrong with this but its often the only way to attack C.
Third way is to push from B over the river. You need to controll B to be able to attack from here. The river works like a natural border, if you fall in you will most likely not get out alive before getting shot by snipers which only leaves the bridge as a way of attack. This means you have to attack through a choke point with also no cover.
Personally the area on the north east should not be defender territory. Their territory should end at the start of that river(?) where the last building is.

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thanks for coming to my TED talk

faint cypress
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Iz bad

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Make good

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Thank

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🚪 🚶

verbal sorrel
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Invasion feels really bad as a casual gamer. None of my teammates interact with the objectives because nobody wants to play Invasion, then you are punished for losing the objective by adding another 20 or 25 minutes to the timer each time you lose the obj. I think that giving the attackers another 5 minutes if they cap obj could be interesting, it seems like attackers have all the time in the world to attack now.

rapid cosmos
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invasion is best gamemode currently

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did vilaskis already noticed that the smaller the battle field the better and more fun it is or it will took another year like for oki getting that arcade gameplay is better?

final wyvern
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Ticket amounts can easily be adjusted if games are going to fast. Also it would punish respawn spammers. There can also be tickets regained for capturing a sector.

rapid cosmos
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i dont see suggestions for that, i only see remove tickets which will only make things worse

keen yoke
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Matoi is still alive huh

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I didn't seen him for some time

final wyvern
hazy flint
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Invasion is fantastic and it's single handedly made me addicted to BBR again. Its so nice and structured compared to the Conquest mess. There just needs to be more clarity from the game re if you are on defence or offence, how many sets of flags you have left, and even how the mode works. I know there are already some notifications but they're not obvious and I constantly see players asking these questions in chat. Maybe a pop up when you first join?

rapid cosmos
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we also need much more maps for it because current amount is too low and it mostly worst maps lol

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and at least 1 official server that always invasion in every region, with new player priority
so they can see the actually good game, not valley or sandy conquest lamest dogshit

eternal portal
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From playing a lot of 127v127 invasion I can say that the timer resetting on defense can feel quite jarring especially when you've stuck in and held the objectives for 15+ mins only for the attackers to get the objective with < 2 mins left. Instead of them being rushed to try and capture the next set of objectives they are just rewarded for capturing the objectives at all and defenders are left feeling like their previous setup was for nothing. I would be curious if adding tickets or for each sector you capture having it add a certain amount of "extra time" as stated above. Right now the timer highly benefits the attackers as opposed to making defending feeling rewarded for defending a sector for a long period of time

lone knot
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New voice 3d make me confuce for the distance.

The one u using now make players get worse in direction and distance.

especially in the invasion mode.

Please make it based on physic.

final wyvern
lone knot
wary swan
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squad points are very hard to come by compared to other game modes imo, would be nice for da builders to have a bit more to work with

keen yoke
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Played inv game on Basra, after capture changes. It's still steamroll by attackers but now somewhat slower

pine flame
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giving rush time of ''defenders are falling back'' and making so defenders get 500-1000k points for each sector could help them

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like losing a sector and 1 minute or something to build defenses to make thing harder would already be a big help for defenders in general

neon timber
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Please add UI info so you know if you are attacking or defending.

uncut willow
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Invasion is not a fun game mode. I actively leave a server when invasion is selected. There should be time grants based on points selected so after 10 minutes if attackers haven't captured anything, defenders win. Not stuck in a 30 minute deadlock with nothing happening..

final wyvern
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Again a ticket system would fix that, that and adding to the timer instead of restarting it every sector cap would be better with a set limit for the clock. Example: capping a sector regains 10 minutes, but there is a max clock timer of 30 minutes. This would mean if they captured the sector at 22 minutes it would only go up to 30 again.

keen yoke
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Zafli bay INV 64v64, as defenders, first point lost in around a minute

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Very good design

zinc light
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squad points are so hard to come by in this mode, especially with a clueless sl. I think every kill should give 10 points so that there would be something to work with

zealous harness
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Attacking side always plays quite good. Defending is always quite painful.
To be honest this is one of the most funner gamemodes for all the wacky shit that you can do in enemy spawn. I've had so many laughs being a RAT in their base. Sticking C4 onto tanks in the safezone, crushing helis by landing on them at the helipad. stealing vehicles lmao, killing armor vehicles in the red zone who think they are safe, dropping deep behind enemy lines and doing a RAT backcap with a swarm of team member who can spawn on each other in the red zone.

merry comet
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It's still not obvious how a capture works from the UI. The four corners don't seem to do anything that a slower capture time with the normal markers would achieve. Maybe if capture stages need to remain, a locked capture could be changed to a green pie slice in the normal circle marker. Green for complete would probably make more sense intuitively

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The green pie slice would remain even if the enemy recaptured the remaining stages

lunar summit
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Maybe make the contested section look like this

lunar summit
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So it's a bit more apparent something is being capped

zinc light
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Honestly this whole quarter cap thing is trash. Too confusing, unclear, and doesn’t really solve any issues it was created to solve. Would be really nice if they just reverted it to how it was on release.

smoky vale
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Just played a slog (almost 1 hour) of an invasion game on defense and honestly this gamemode needs an overhaul. Time resetting to 20 min each stage is so demoralizing when we dug in and almost won on the first stage (<1 min on timer). I don't think I've ever seen defenders win on this game mode. Quarter cap doesn't really make sense since defenders can only single cap back and with the speed of capping is hard to retake meaningfully.

faint cypress
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It should add time, not reset it

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You have rush as a blueprint, use it yo

gentle raft
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I have yet to understand how objectives are captured

finite violet
gentle raft
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I also don't remember if it even tells you the area of the capture zone or not

lunar summit
gentle raft
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have an example?

i only recall them having just the point there but no indication of the capture zone borders

lunar summit
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It's the same for all modes where you have to cap a point.

gentle raft
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ig my map is just funky lol

zinc light
lunar summit
smoky vale
misty path
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The UI still feels extremely uninformative

velvet turtle
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kat add range indicators on the objective markers. Maybe limit the time added per sector? Heck, add a life limit for the attacker side that gets lives per sector captures. Rounds inevitably end in an attacker victory

zealous harness
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You only need to capture 2 objectives then cheese helicopter comes in to swoop down and insta capture on the 3rd. On some maps you can insta capture right at the start if there's a single objective like on Zalfibay. The defending team cannot even make it to the objective in the time it takes the helicopter to lift off and fly to it with a full 12 man retinue.

zealous harness
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While defending is not impossible compared to the attacking side, it is still consistantly difficult to win and to hold out for the full 20 minutes. You have to make a profound effort to position your squad to have maximum game impact when defending, but all it takes is a single person outnumbering the defenders for it to tick over within a few seconds and for them to capture.

loud lava
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Is there a place I can suggest a new game mode?

keen yoke
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Suggestions

loud lava
loud lava
merry comet
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It's not super obvious how to find stuff 🤙

burnt sparrow
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I don't understand the way these points work in this game mode could the devs just make them normal ones to help with flow

final wyvern
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Dead gamemode unfortunately good luck getting any changes, we have been asking for these changes since it dropped.