#Rework/update frontline, potentialy use improvments from invasion mode

1 messages · Page 1 of 1 (latest)

wind isle
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I think title explains it pretty much, in the current state frontlines feels more like choke point simulator, especially on the maps like tensa town

weak edge
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ok but like rework how

true cove
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Invasion is suppose to be their idea of an improved/reworked frontlines, and have no real intention on doing anything more with frontlines unless it's completely unfunctional.
It's likely that it will be the other way around, improvements on invasion will likely be applied to frontlines.

cinder mango
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I do have in my mind to make a KOTH + Frontline.
Aka Single or Multiple objectives that players will push forward/backward slowly (No swap between objectives) with dynamic safezones.

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So frontline will become less running simulater and feel like Tug of War.

small mulch
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Like a moving objective?

kind coral
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sounds like enduring confrontation

cinder mango
small mulch
pearl plover
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release now

wind isle
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From my experience, when enemy takes the sector, to losing team automatically gets put in a huge disadvantage, where 90% of the players try to run to the new one while getting pushed from all sides, and its very hard to do both which leads to a lot of the players dying and automatically frees up the sector for the enemy

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and when 100 people rush you, especially near the point cause by the time you get to them they are already here its very hard to defend

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^This more applies to smaller maps like tensa

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Causs on maps like waki where its harder to push, as well as the distance between points is bigger its much less of a problem

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I also think frontlines should inherit the capturing system from invasion

kind coral
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that would just make it invasion

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the sliding/moving capture line could be cool, kinda like pushing a cart and contesting it, but it goes both ways

livid hull
ancient ocean
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Frontline is fine as it is but maps need change in their layout, some maps are just way too big.. And a lot of maps are unbalanced that favour one side.

pearl plover
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Valley zalfi sunset are walking simulators

ancient ocean
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Which could easily be fixed by making playing field a lot less wide and moving objectives much closer, and add some alternative respawns close to objectives

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Instead of experimenting completely different things and make it worse for the minority of us that actually like playing frontline

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And that's feedback from me with 1100h on steam 860h actual gameplay and around 500-550h of only frontline if it matters at all (:

livid hull
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Thats it. You dont have to make a whole new game mode and throw out the one that's already successful to fix one small problem with it.

feral tundra
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pretty much, the problem I and many others face in frontline is the distance between points and general balance, it's not an issue with the mode itself