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Rush works best IMHO if teams switch sides as often players quit when they are on the "difficult side", which is often defender side, but also greatly depends on the map dynamics.
I like the idea of playing the same map twice as it gives me the chance to have the same players for two rotations, versus throwing me back into MM system and scrambling the players. What makes Portal great is TDM keeps the same players on the same server, so get beat up one round, you have a chance for redemption on the next map.
Just like in real sports, teams change sides to make it fair...⚽🏈🏀🤔
I agree it is more fair, but I much preferred switching both map and teams that was introduced in BF5. The last thing I want after a long slog on some map (any of the long Pacific maps in BF5), was to play the same map again.
Switching to a new map is a breath of fresh air and more enjoyable to the overall play session.
I'm annoyed so much design knowledge is lost to DICE with every release, where they'll fix things in past only to reintroduce the same problem in a new release.
- RMEChief4 years agoLegend
Swapping sides for BT and Rush have been like this before. It guarantees that a defender will get to be an attacker at least every other round. Right now it is defender 10x in a row.
The map swap should occur after every two rounds, however, since it is MM, there is a chance you will get the same map.
- 4 years ago@StormtrooperDan The MM system would not work well if the players got rotated to a new map on the same server, due to the huge 128 player size of the AOW game modes, and not having tens of thousands of concurrent players 24/7.
Official portal TDM would keep the same players on the same server and just switch the map, as it was easy to fill a 32 player mode using a hybrid MM system. It is a catch 22 with the 128 player AOW modes, as either keep players on the same server when rotating maps but have very long wait times for players trying to start their first game, or keep the current system and fill all servers quicker but scramble the players into different servers when the map changes. At this point I suspect Dice wishes they had stuck to server browsers, yet with 4 of 5 platforms being console, it is what the console world is stuck with, unfortunately...
I'd guessing we are stuck with MM system in 128 player modes due to the "waiting for X players" issues. That said, I believe 32-62 player modes can have a server browser and work better than the current MM system, even with lower player counts. - Anobix4 years agoSeasoned Ace
@StormtrooperDan wrote:I agree it is more fair, but I much preferred switching both map and teams that was introduced in BF5. The last thing I want after a long slog on some map (any of the long Pacific maps in BF5), was to play the same map again.
Switching to a new map is a breath of fresh air and more enjoyable to the overall play session.
I'm annoyed so much design knowledge is lost to DICE with every release, where they'll fix things in past only to reintroduce the same problem in a new release.
I can see where you're coming from, but look at it as a perspective thing. Sometimes playing the same map from the opposite side is desired. Especially if it is one that favors the other side. I think that some balancing and such may be useful, but it wouldn't be fun to be swapping sides of A/D on different maps where you end up with the short-end-of-the-stick after each one based on luck of rotation.
- StormtrooperDan4 years agoRising Hotshot
Yeah getting stuck on a bad rotation of maps would suck as well, but there is a fix for it:
Loop through all maps switching teams between attacking/defending with each match, at the end of the map cycle flip teams so both teams experience attacking/defending on all maps.
Map 1: Team A defends / Team B attacks
Map 2: Team A attacks/ Team B defends
Map 3: Team A defends / Team B attacks
Map 4: Team A attacks/ Team B defends
-- End of map cycle / flip teams
Map 1: Team A attacks/ Team B defends
Map 2: Team A defends / Team B attacks
Map 3: Team A attacks/ Team B defends
Map 4: Team A defends / Team B attacks
One of my friends mentioned that twice on the same map might work for Rush, where matches are relatively short (20-30 mins). But on Breakthrough where it could take 45 mins for a match, that's 1.5 hour on the same map. Players are not going to enjoy that.
This will be another annoyance that's introduced by the dev team but never fixed again.
- Trokey664 years agoSeasoned Ace@StormtrooperDan I don't mind playing the same map twice as long as it is a guaranteed attack/defence rotation.
However, if after that we getting MM'd into the same map again, 4 times on the bounce would be a tad to much!
- 4 years ago
@StormtrooperDan wrote:I agree it is more fair, but I much preferred switching both map and teams that was introduced in BF5. The last thing I want after a long slog on some map (any of the long Pacific maps in BF5), was to play the same map again.
Switching to a new map is a breath of fresh air and more enjoyable to the overall play session.
I'm annoyed so much design knowledge is lost to DICE with every release, where they'll fix things in past only to reintroduce the same problem in a new release.
That was the only time I enjoyed breakthrough, back in V on the Pacific maps when they first launched and I really liked switching between attack and then defence.
Had some epic long battles on those maps in breakthrough.
I prefer longer to shorter round times though because it allows more time to try different playstyles in the same round and I would prefer more tickets in AOW conquest than we have now.
- 4 years ago
i'm good with attacking and defending on the same map as long as we don't keep getting the same 2 or 3 maps when playing vanilla AOW. if we rotate through all the maps it's fine and i like it
- Straatford874 years ago
DICE Team
This is only for Breakthrough and Rush, and does not apply to Conquest. The change isn't about playing the same map twice, but rather to enable you to play as both Attacker, and Defender in a given round which was frequent feedback we've received.
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