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CptSkellyBones's avatar
CptSkellyBones
Rising Newcomer
11 days ago

Capture points need more purpose to incentivise defence

So many players will capture a point and immediately run to the next, so some matches end up in a capture merry-go-round. There's no incentive to hold points.

Each, if not some, need team perks that will provide them with tools to win the match. This would be a good answer to the lack of a commander or squad leader call ins. For example:

  • UAV: If spotting is nerfed (please do) then the UAV perk will give the team 30s of minimap spotting that can be activated every 5 minutes or so. Not live spotting, but radar like blips to show you where the enemy is at.
  • ARTILLERY: Same principal. A great way to move players off of a point before making a push, and a great way to screw over snipers and campers.
  • PRECISION STRIKE: Take out a building, a camping tank or AA.
  • SMOKE SCREEN: Available more frequently as it causes no damage.
  • SUPPLY DROPS: Allows a player to drop 1-3 supply crates around the map. Support players mostly drop bags for themselves and in terrible locations. Supply drops will draw more players to a spot rather than aimless running around.
  • VEHICLES: Rather than giving each team all of their vehicles at their HQ spawn, more need to spawn on capture points like on C on Mirak and D on Golmud. This isn't used enough. Or give the team the ability to drop them in.
  • PARACHUTE DROP: Like battle royale, helis fly across the map on a path determined by the user and allows players to drop from it when respawning.
  • FASTER GADGET RESUPPLY: All class gadgets that regen like the beacon, tugs will respawn quicker. You could also give players more ammo, rockets and grenades to players that spawn when it is active.

These are just off the top of my dome but you get the idea.

1 Reply

  • Agree with your post

    Randomly add bonuses to bases so you have to decide which are more important to keep over other bases as they might be the key to turning the tide of the game. All matches start with basic vehicles but some bases taken provide attack helicopters, or tanks, or anti air vehicles, or gain 1 free UAV and so on. This alone can change how team have to tackle each match and some squads might find it more rewarding to defend or attack highly important bases over just rushing to enemies. How players handle this is the fun part and team work would be essential 

    Add a commander post at HQ allowing players to chose weather they will command the battle field over just being a grunt. Allowing the commander to give orders and provide support to squads (air strike, artillery fire, UAV, and so on) this could work well with my previews point so performing certain tasks will allow better option for the commander. Commander ask for mortar fire, upon a few successes, commander will gain access artillery fire to support squads so managing assets could make the difference. You shouldn't be able to use assets successively, If an attack squad doesn't have support player and calls for a resupply but none are near them, commander should be able send a ressuply create with a delay on reuse so you can't spam

    Ps. Depending on the class you chose as commander decides what you get for free to assist the field: support deploys resupply bag, recon deploys UAV, assault deploys a respawn point (players will parachute into the field), and engineer will deploy vehicles (jeeps). Commander will be able to deploys tanks and more but must be unlocked through successful mission

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