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Zhukov211's avatar
3 years ago

“Fish in a barrel” objective design = antithesis of PTFO

Even with the overhaul on many maps, most objectives are still designed with most of the cover and height advantages being located OUTSIDE OF THE CAPTURE ZONE. 

Defenders of these horribly designed objectives can sit well outside the capture zone and farm easy kills because the attackers have little to no cover inside the capture zone. Basically it’s defending the objective without having to ever set foot inside an objective. Absolutely gutter trash game design.  The quintessential “fish in a barrel” scenario. Not to mention omnipresent Hind/Condor “drive by” farming easy kills on these objectives because of the lack of overhead cover on almost ALL objectives. 

It’s mind numbing and incredibly difficult to believe that anyone could have written off on such horrible game design. As a player it’s endlessly rage inducing trying to PTFO only to be picked off from 80 different angles from enemies located well outside the capture zone because of the lack of cover inside of the capture zone. 

8 Replies

  • @Zhukov211 This is just how breakthrough works.

    It's a simple game mode made for players who want mindless gameplay where they always know which way the bulk of the enemy is.

    Not sure how it's Dice's fault.
  • Zhukov211's avatar
    Zhukov211
    3 years ago

    @Tank2042ManI don’t think you’re quite comprehending my post. I’m talking about the design of objectives(the capture zone) in all game modes where objectives exist.

  • Boro666pl's avatar
    Boro666pl
    Rising Traveler
    3 years ago

    Clear the objective area first and then capture... not only rush flags, LOL.

  • Agreed.

    Half of the player base treat all game modes like TDM.

    Would have been nice if DICE had considered that when designing some of these kill box objectives.

  • @Zhukov211 As much as I agree with you the attackers win far more often than defenders. If the team makes even a smidgen of an effort to attack they’ll roll over again and again.
  • @Boro666pli don’t think you’re comprehending the dynamic I’m describing.

    Most of the cover and high ground exists OUTSIDE MANY OBJECTIVE/CAPTURE AREAS. Often all around the objective, so that the actual capture area exists in the center of a bowl shaped area. So when an objective, that’s 100% clear of all enemies, is contested, those defenders that spawn OUTSIDE the objective bowl area usually have really good cover as well as

    dominating high ground compared to the sparse cover located inside the capture zone.

    The ship objective on Discarded Conquest, near Russian spawn, is a prime example. Those contesting the objective are just like fish in a barrel for respawning defenders. Defenders sitting well outside the capture zone can easily pick those contesting the objective from the heights all around  this horribly conceived and horribly designed objective. 

  • Bolvard's avatar
    Bolvard
    3 years ago

    @Zhukov211I know exactly what you mean.

    The ship on discarded is the worst offender, tiny area inside in the middle and a tremendous amount of angles where somebody can shoot down / into it.

    it is downright impossible to cover all angles if the enemy team knows what it is doing.

  • Nah.  Teams are just trash.  There is more than enough cover on these objectives, but when there are only maybe two people trying to cap or defend one of them against opposing forces.  They are outnumbered.    Yeah.  In this situation it does seem like we are getting shot from everywhere.  

    Battlefield players still have this crowd gather syndrome where 85% ot the team battles it out in one spot on the map leaving the other players thinly spread out to try and control six other objectives by themselves.  

    This is the reason why the future for this series should be focused on coordinated large scale team play.  It is time to move on from the sandbox, kids.

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