#Defending the captured point

1 messages · Page 1 of 1 (latest)

bright forge
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The game is good for offensive but not defensive
There are 3 kinds of players.
-the ones that run from point to point, trying to capture.
-the ones that goes for kills
-and the ones that play with vehicles
There is no defensive players.
The problem is that if you capture the point there is no reason to defend it. So every teammate is running towards next point imidlietly after getting xp from it. This problem is mostly visible on new district. There is no xp for defending it. I think there should be some amount of bonus if you kill enemy while standing in the circle of captured point and only if enemy is close to it.

steady knoll
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There is a xp bonus for defending and attacking

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Killing enemies inside a point a mean

vestal cape
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the points are small enough that it isn't worth it usually.

steady knoll
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but still i think there should be a bit more than xp that can influence people to defend

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some maps really dont help on that front
namak is one i can think of that really makes some sieges happen to capture a point

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specially when there is atleast one support that its building 24/7 that makes a frontal assault suicidal

granite holly
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It's really hard to defend some area let alone a contested point without it being levelled to the ground especially if you manage to be a big enough obstacle / miserable soundscape that allows you to hear someone scratching their butt on the ground floor while being on the roof of 3 story building but at the same time failing to play any footstep sounds of someone being right next to you as they approach at mach 3 / being able to disassemble enemy fortifications from the floor below and many more small nuances that contribute to the funny running around in circles from point to point playstyle being simply more convenient as you don't have to deal with nearly as much bs while just running to a big letter in the sky with a red outline together with the boys

steady knoll
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also how some of the maps are huge

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like it isnt a bad thing sometimes but there are times that have kilometers of land with nothing there other than being there and rarely being used

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also how sometimes it is difficult in general to know when your point is being taken

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it is just a message pop up that you lose track really quick in this game

vestal cape
# steady knoll but still i think there should be a bit more than xp that can influence people t...

xp wont help if its nearly impossible to defend. attackers will always have the advantage because the point is small, defenders cannot spawn on it, and most likely the attackers are close enough to cancel squad spawning while they can spawn easily enough outside of the point. and defenders spawning outside the point wont do much in the end as any downtime usually means the point is captured by the time you get back.

neat dune
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It boils down to map design, as 90% of all objectives can be taken from ANY direction, meaning that you have to keep a constant perimeter around you, which is already hard as is

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You cant humanly make sure that every possible doorway, windows or whatever wont have a squad or 2 come out and decimate you

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And objectives range wildly

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Some points are like a small set of buildings that are managable and wont have you killed from everywhere

vestal cape
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and those swing to far in the other direction

neat dune
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And other are several large buildings in the middle of the map from where a man can pop out of bumfuck nowhere

vestal cape
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and its like clearing a roach infestation that they can easily defend and lock down a point.

neat dune
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Exactly

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It pretty much has to be a multi squad effort

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Bare minimum is 2

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And even then

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How do you even defend something like the bunker in new district

vestal cape
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thats a point that isn't all that terrible because the tunnels and roof are not actually on the point

neat dune
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My point was that it has so many possible entrance points that you cant possibly look out for every single one

vestal cape
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with a full squad its more possible with a full squad. upper level doors also cover roof, one or two guys to watch the water tunnels. its not the worst place because the enemy can't stop spawns until they are insdie the room with you ar literally standing at a doorway, no way to hide and rat.

whole shore
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there is no reason why you should stay back and defend a point. Beside even with a full squad you ain't winning against the enemy horde that is circling points

neat dune
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^

vestal cape
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yeah, the bunker is one of the few exceptions because the advantages of assaulting a place are less prevalent specifically there. but once a few are inside and stay alive its all but lost.

Points need to be mosr than spheres of different sizes they need to fit each point properly. as long as the flag is not neutralized it should be allowed to spawn defenders, there needs to be several spawn points in each spawn not just one. the "not allowed to build near spawn points" also needs to be narrowed down to the spawn points themselves and not the entire point.

zenith turtle
whole shore
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points just don't matter enough

zenith turtle
bright forge
# neat dune How do you even defend something like the bunker in new district

it would be possible if people cared about protecting it. old district was always like: take and PROTECT the midle point and it was amazing. people really stayed on the point because there was almost no other option. they reinforced the entrences and stuff. the points on the sides of the map was unatractive so no one attacked them.

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and on the old basra it was amazing when everyone was fighting for the ship. at least in the time when snipers wasnt used that much (in early playtests)

bright forge
vestal cape
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that exists it says defense something, I forget but it happens only when you are on the point, which as we have established is usually a terrible place to be as a defender. changing how Squad spawning works, limited by 5-15 meter radius and suppression(which is also in the game already) and actually allowing spawns on points that are contested but not neutralized would be starting point

zenith turtle
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New Basra sucks harder ofc

bright forge
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it sucked but it was cool at first

bright forge
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they changed almost all maps so the maps i hated the most are now the best. what the fuck

whole crater
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Squad Respawning is one of the main problems when you're defending a point, the attackers have the advantage of respawning via Squadmates nearby the objectives, and there is no punish for dying, most of the time is better than waiting for someone revives you

whole shore
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not being able to fortify your own point also makes defending harder

neat dune
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I completely forgot abt that

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God i hate it

whole shore
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i dont know why they did that

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makes no sense to me except for capture the flag

neat dune
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Yeah for ctf it makes sense

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But for normal gamemodes?

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Like damn bro dont people know you can unbuild stuff

whole crater
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Attackers ever have advantage

whole shore
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i mean if they are scared of ppl turning points into bunkers (which kinda should happen) add an anti barricade explosive

neat dune
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Just make barricades take more damage from stuff like grenades and such

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Somehow rpgs barely make a dent in sandbags

bright forge
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same c4

hoary ferry
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Being mobile is such an enormous advantage in BBR, defending requires being stationery or at least being in a predictable location

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Which will inevitably get your head sniped off or the magic Kriss Fairy will come and gift you with C4

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If you do manage to hold off one wave, they'll all instantly respawn on the one guy that held back ad infinitum

bright forge
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i hate snipers because i just have to use snipers

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sometimes snipers just destroy whole fun

hoary ferry
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Congrats, you've hit BBR endgame

bright forge
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there should be game mode with no snipers

hoary ferry
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Call it "Conquest"

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Or "Infantry Conquest", or "Rush", or "Frontline"

bright forge
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yeah but those dont have big chopper whitch i love bot from the side of pilot or the side of someone that need far away deployment

copper bobcat
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This is another reason I don't like squad spawning, in it's current state spawning on points is useless most of the time, making playing aggressive much more effective and enjoyable for most. Buffing capture point spawning would be a really good idea imo, since it would give all players more of a reason to care about points and make defending them more practical.

rustic mountain
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Personally I believe that you should have more reason to attack then to defend as it prevents the gameplay from devolving into a snoozefest where both defenders just shoot down choke points. Like imagine how boring Dom would be if everyone just sat and guarded the points they allready captured

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This is the reason why I hate rush

steady knoll
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Problem is that it is too far on spectrum

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Simply no one wants to defend and the whole defend the objective doesnt exist

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Rush is the onlt one that works and in a good way bc you simply have the one team defend and other attack formula and being balanced for both sides

copper bobcat
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Even if defending points was buffed a lot, I don't think the game will ever get too campy just due to the playerbase/movement. People like to rush in large groups, and shift+W with a fast runspeed weapon is still the meta for getting kills. Maybe new players will camp more, but I doubt it would be too big an issue, though it would have to be tested on servers to really be sure.

steady knoll
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tbh alot of the problem comes on map design and how defenders in gamemodes like conquest are in a such disadvantage

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attackers can reliable spawn on their teammates while defenders can have a hard time doing it

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also that they are getting attaacked from all directions

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it does become a different story with maps like namak where defending is really strong and you rarely see points getting lost so easy

hoary ferry
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Movements just too fast for this game to be campy, the only campy part currently is snipers

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Promoting defense would have a number of advantages, needing or removing squad spawning would make reviving significantly more valuable and deaths significantly more meaningful

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Squad beacons would be far more valuable

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Speedy, sloppy gameplay would have bigger consequences as you would need to spawn from further away, making it most costly to do

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There is something to be said about how risk relates to excitement, if the cost is low, the risk is low and the excitement is low, leading to the current bland gameplay

rustic mountain
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Remember movement is being nerfed next update so it will be a lot slower, and if you buff defending even more it might cause some serious issues

rustic mountain
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Forcing teams into a Offense/Defense is bad, instead rush should’ve just had both sides defend and attack

granite holly
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Movements speed and squad spawning make defensive playstyle useless when you can just run around, unless you can genuinely have fun trying to survive meat wave upon meat wave running towards you

rustic mountain
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That’s because most of the time your team is taking other objectives so you lack manpower

granite holly
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Though removing squad spawning would have lots of drawbacks probably even more severe, I think having a radius of about 100m or any arbitrary balanced number around your death point in which you cannot spawn on teammates for say like 15-20 seconds to prevent clowncar respawning near the point, you will have the opportunity to spawn elsewhere just as usual but if you want back near that place you died you will have to wait more and hope your teammates survive

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Probably not the best solution but it seems kinda like a best of both worlds kind of thing while allowing for finetuning the radius and the timeout

rustic mountain
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Nobody wants that lol, also that would make rush so one sided it’s not even funny

granite holly
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Yeah but it can be tuned / removed for certain gamemodes idk, no game designer but having a dude lying in the bush near the point and providing nonstop respanws without any restriction isn't exactly fun thing either

rustic mountain
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Spawncap on players/objects would work better I think

granite holly
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Yeah thought about a limit of spawns per unit of time per person as well, could be more universal and easy to understand

hoary ferry
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Rush is just a bad game mode anyway so 🤷‍♂️

rustic mountain
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True

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That’s kinda because of how defending operates though

steady knoll
rustic mountain
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lol when the defenders blow out all the walls and just shoot at the bomb from 100 meters away

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Also defenders can spawn right next to the bomb and have a barrier to stop attackers

steady knoll
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Im 90% sure they cant

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Just if you mean on squad members

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But again fast respawn and the squad system sucks ass

rustic mountain
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Well they can run up right next to the bomb because they have a wall that prevents attackers from pushing

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As while defenders can push attackers all the way back

steady knoll
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What is the wall you talking about

rustic mountain
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The barrier

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Invis barrier

steady knoll
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Oh the one that were the defenders can spawn?

steady knoll
rustic mountain
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Yeah from the defenders side

steady knoll
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Bc this situation can happen if the attackers plant a bomb aswell

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Or the side that has grenade trophy to make it a bitch for the enemies to advanca

rustic mountain
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Most of the time the bomb is lined up right next to the defenders barrier

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So it’s easier for defenders to defuse

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Also defenders don’t have tickets so they can rush harder

steady knoll
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Wouldnt mind if defenders got tickets or atleast harsher respawn time

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Playing defensive should be easier than attacking in general but it can make it balanced and actually make both sides have drawbacks

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If you play on a community server with fast respawn
Yeah defenders just steamroll 90% of the time

proud moon
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Honestly, after playing Battlefield for the past few months, this is the most glaring oversight I see in BBR. A ticket bleed system for holding the majority of capture points and smaller squads/allow spawns on contested points would be a fantastic change. I'm not a genius, but it sure seems like this alone is what makes the flow of BF feel so much more natural. Capturing points actually makes a huge difference in the game. I'm not a great player, but this makes me feel like I can participate in changing the outcome of the game.

vestal cape
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The high speed players hate the idea of the enemy spawning in a contested point. so there was a lot of push back on it. and of course there is the collective gain that is based on total enemies and friendlies on point, which also means defenders get wiped out even faster. the shitty "In sight of enemy" Squad spawn blocker makes it even worse on top of the "enemy within 10-15 meters" Squad spawn blocker.

granite holly
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I mean spawning on a contested point should be a thing but it must be limited to some extent because otherwise we'd get squad spawning clown car the size of like 1/3 the team which would most likely make capturing points a shitshow

hoary ferry
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You shouldn't be able to spawn on a squad mate within a contested points capture radius, simple as

vestal cape
neat dune
vestal cape
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literally has never been needed in any game ever. that's what the respawn timer was for, the capture is usually over and neutral by the time a majority of the defenders can respawn. on top of that BB does not allow single man contesting, the point will still be captured if the enemies outnumber him. unless fast respawn is enabled, this would be a big fix for defending.

vestal cape
proud moon
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When I spawn on a contested point in BF, I'm set a ways off the point. How does it work for you?

plucky arch
vestal cape
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and the "outside capture zone* is a 2042 exclusive. the older BF's just made you invulnerable on spawn if you didn't move

neat dune
swift wraith
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it be interesting to see certain capture points having stationary MG for defense

neat dune
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Id like if capture points werent just circles

swift wraith
neat dune
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Exactly

swift wraith
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if the capture point is out in the open. capture zone being a circle would still be fine but for urban maps it would need a capture Zone that is the outline of the capture point

vestal cape
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we've been saying that ever since all oki changed was the size of the sphere

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istead of just giving us a clear, defined capture area for each point.

steady knoll
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I would like if being able to build inside the zone was possible again

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Atleast making a restrict area around place where people spawn but the rest of the point can be buildable