3 years ago
Ticket Bleed
Ticket bleed is currently unfair. I've seen this happen multiple times where enemy teams hold one, that is ONE, more flag than us, and we bleed a hundred + tickets in no time at all. Yet when we cap ...
Hitting an infuriating level at the moment. Lost two matches because my teams refused to cap things. In the second match, we capped every flag bar E on Flashpoint. Then within literally one minute, we lose EVERY single flag simultaneously, and my team does nothing to prevent this. Enemy team holds more flags for the remainder of the round, bleeding us down from our 400 ticket advantage over them, to zero. You're literally winning and then the team just gives up and goes to sleep. This has happened so many times, and the borked ticket bleed system at the minute that sees my team drop about 40 tickets for every flag capture is not helping the situation either. It doesn't even feel like close games, it feels like active sabotage at times. What's more, it seems to be ONLY my team that does this. Enemy team managed to cap every flag at the same time, and then manages to defend those flags. Seriously, what is going on with people? How come I'm more often than not lumped with a team that thinks its playing TDM, while the other team is all in on objective play?
We keep leading with a huge advantage and then its stripped away in minutes and we never recover.
@Shibiwan Sadly they don't change their playstyle, and just continue playing it like a COD match. I always felt Battlefield as a series started slipping in terms of overall player quality after BF3 - and then especially BF4 - came out, because it started appealing to COD players more with certain maps (likes of Metro, Locker, etc)
DICE did increase the ticket count for both 128p and 64p CQ on Flashpoint a couple days after the release which did help. But, its still not quite the same experience and the tickets bleed too fast even with a moderate disparity of 1 or 2 flags.
I think they should go one step futher and slightly decrease ticket bleed rate for this map as well. The main factor is that all the other maps usually have uncontested flags due to distance and multiflag capture. This map is almost never in this state and always bleeding at a fast rate.
A team that is up by 600 tickets can quickly lose just by holding 2 less flags. And vice versa. There isn't enough play time to make a recover. I wonder if DICE can't easily change the per-map bleed rate adjustment like they can with ticket count.