Regarding the most recent devcast. A dedicated, coordinated squad within a team of 127 against a team of 127 in a conquest match can still entirely shift the balance through objective play and lead to a win for the team. This has been completely evident to me during last month in Oceania when adhd infantry schizos from a server called BBOCE (fast respawns, CoD perks, Killstreaks) were made to play in a conquest server and my resulting win/loss skyrocketed. All they knew how to do was press the W key into the nearest frontline > space out as soon as they died > leave squad for a new one (no loyalty) > find a new one with a close respawn to the frontline > repeat on end. No tactics, no skill, no patience, no squadplay/teamplay/classplay. They took zero initiative to take the time to flank around and position their squad for actual game impact in Conquest/Invasion. They encapsulate everything wrong with infantry gameplay right now in my eyes
Me playing against this with a party of 4+ were able to consistently stomp them through tickets to the point we would win 9 game for 1 loss in the typical night.
The ticket gain you get from holding an objective in conquest is more than all the amount of kills you will get throughout the entire match, and as such this should be clarified more in the game to the players and should also be encouraged more.
Suggestions to improve this could be:
- the heads up display showing tickets at the top instead of holding TAB
- more clarity around actual ticket drain from holding an objective, and when it will tick down. It seems to be every minute but more practical would for it to be a passive ticket drain with the hud showing this
- you get passive xp for being on an objective defending to incentive actually staying around and defending instead of wandering off aimlessly only for it to be backcapped
- you get a voice announcer/commander alerting you to enemy presence on an objective