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iamthetdog's avatar
iamthetdog
Rising Scout
27 days ago
Solved

The Carrier Campers Problem

Before we get into this let me just say launch day of the patch this mode felt awesome,  now that some creators have posted some videos tho and people have realized the power of this tactic its just became who camps who's carrier hardest.   

This sucks for all kinds of reasons but let me get some going please add any experiences you've had as I believe this needs a hotfix asap and my fix is simple enemy carrier is out of bounds till mcoms are triggered, simple.  

  1. Like I mentioned this becomes who has more people on the enemy carrier denying them their vehicles from min 1 of the match which leaves the flag capping part of the game to be essentially a driving tour of the island where you bump into almost no resistance.  
  2. People who want to try the new content that they are actually excited for just get spawn camped repeatedly instead and just stop playing.  
  3. A scummy no skill tactic becomes the meta and it just snowballs into base camp simulator with the new vehicles carcasses just as ornaments strewn across the deck never making it to the skies.  

As a side note I like to play cross play off as I have no interest in being part of the PC has more advantages or Console has more advantages debate,  I would just rather know everyone has the same hardware/chance as everyone else no argument.  However the day after the patch launches at 6pm on a weekday it either takes an eternity for the server to fill or it gets to about 20 players and people just give up and leave.  I had to re queue like 8 times in a row 1 day after the patch at peak time in the UK and cant get in a game for the patches special fan favorite returning mode (server browser/persistent servers can't come fast enough imo) this is unacceptable for a triple A game.  

How many other people have had similar issues as the ones mentioned above? Please sound off,  we need hotfixes asap imo. 

  • Hey folks,

    The studio is aware of your feedback around spawn camping in Carrier Strike, particularly situations where teams can come under heavy pressure shortly after spawning. The team is investigating these concerns and looking at where adjustments may be needed to improve the experience.

    Learn more: Community Update - Tidal Strike

9 Replies

  • CPU_UK's avatar
    CPU_UK
    Seasoned Ace
    27 days ago

    I posted this same comment on day 1. Nothing has changed and I'm really going off Carrier.

    As an aside, please don't join to a game already running, because it seems to me I get to join the losing side as people abandon the round.

  • Jemmotar's avatar
    Jemmotar
    Seasoned Novice
    26 days ago

    Feedback: Carrier Protection and Lower-Deck Accessibility | EA Forums - 13662717  

    I completely agree. In several matches, even my own team reached the enemy flight deck extremely early; I have to admit that I joined them once, and jumping around the control tower was fun, but it was clearly an overpowered position—especially when we could steal newly spawned helicopters and jets.

    The control tower is difficult to approach and defend from the deck, giving campers above it a major advantage. I do not mind the carrier becoming an active combat area later in the match, and I have sometimes stayed behind specifically to defend our flight deck, but dealing with enemies already established on top of the tower is extremely difficult.

    Enemy helicopters being able to circle freely around an almost undamaged aircraft carrier also breaks the immersion, even with the understanding that it is “just a game.” Adding player-controlled or automated defenses could protect the carrier early in the match, with those defenses becoming disabled as its integrity falls.

  • I also commented on the other thread but wanted to add here:

    • Only the anti ship missiles should be capable of breaching the hull
    • Hull breach should happen no earlier than 25% remaining integrity (i.e. 75% damage)
    • Enemy carrier should remain out of bounds until hull is breached
    • Ladders to command bridge are needed
    • Once hull is breached, vehicles should spawn farther away from carrier
    • Defensive stations are needed (CWIS, MG & TOW)

    Previous comment:

    I fully agree with the points above, I played 4 maps of carrier assault today and all of them were dominated by spawn-killing on the enemy aircraft carrier and therefore not enjoyable in any way.

    I was really excited about this game mode, as the Titan mode of Battlefield 2142 was by far my favorite battlefield game mode.

    In BF2142, the titans had an energy shield and could not be boarded until the shield was depleted after tons of anti-titan missile attacks. After that, the gunship and transport helicopter still had a separate small shield over their hangar, so they were protected (except for motion mines if placed by the enemy above) and could not be stolen. There were only 4 entry points to an enemy titan, and it was symmetrical, meaning 2 opposite approaches to memorize. There was a front and back facing AA on top, and 4 canons below, to defend against approaching vehicles. These defenses could be destroyed, but repaired again.

    This setup worked beautifully and was well balanced. The shield gave the missiles more importance, meaning 75% of the game was conquest, with a focus on titan boarding at the end. 

    While energy shields wouldn't fit into BF6, the most obvious solution to me would be to make the HQ out of bounds for enemies until the hull is breached. And the hull should not breach at 50% but rather at 75%. Only once the hull is breached, should the area of the carrier be accessible to enemy players. In addition, carriers need at least one CWIS and some MG stations for realism.

    I really hope the spawn killing will get fixed so that we can actually have a decent experience in what could easily be the best mode of BF6.

  • Hi there,

    Thanks for taking the time to explain what you’ve been seeing.

    The carrier camping you’ve described does not appear consistent with the intended match flow outlined in our Mode Guide. Players are often very quick to discover powerful strategies, but when one tactic leaves much of the map uncontested and shifts the focus away from the aerial combat at the heart of the Top Gun theme...

    I’ll make the team aware of this, including your suggestion to keep the enemy carrier out of bounds until the M-COMs have been activated.

    Server Browser will enter Battlefield Labs testing ahead of its planned release in Season 5 as part of Phase 3, giving players an early opportunity to try the feature and help us refine the experience.

    We are also exploring how the Server Browser can support a more persistent match flow, make it easier to remain with other players between rounds, and complement the existing matchmaking experience.

    We will share a closer look at the Server Browser interface and the options available for finding servers as Battlefield Labs testing approaches. For now, here’s what we can share with you on our progress.

    Server Browser will provide another way to find matches, but it is not intended to replace the work underway on matchmaking itself.

    Matchmaking remains one of the most frequently discussed areas within the community, particularly around match quality and consistency. Our teams are investigating concerns such as matches starting or backfilling with too many bots, significant differences in ticket counts, and players being placed in high-ping matches.

    These concerns involve several interconnected systems. Once we have clear findings to share, we plan to publish a dedicated update outlining what our investigation has identified and how we intend to improve the experience.

  • chefthekeeev's avatar
    chefthekeeev
    Traveler
    21 days ago

    Hi LunardustCat

    Thank you for taking the time to reply and for making the team aware of the carrier spawn-camping issue and the proposed improvements, much appreciated! I hope the mode will become permanent, once this has been addressed. 😊

  • EA_LunardustCat's avatar
    EA_LunardustCat
    Icon for Community Manager rankCommunity Manager
    21 days ago

    Hi there,

    We’re overjoyed that our Top Gun collaboration has resonated with so many of our players and are happy to announce that we will be extending Carrier Strike and Gauntlet: Fighter Sweep through the entirety of Season 4.

    A modified version of Carrier Strike will return in Season 6.

    I understand that hearing about a modified version returning in Season 6 may not address the frustrations players are experiencing with the mode right now. In a competitive environment, players will naturally use whichever strategies give them the best chance of winning, even when those strategies affect the intended flow or enjoyment of the match.

    At the same time, meaningful changes can require time to design and test. I’ll continue passing the community’s feedback about carrier camping along to the team.

  • Hey folks,

    The studio is aware of your feedback around spawn camping in Carrier Strike, particularly situations where teams can come under heavy pressure shortly after spawning. The team is investigating these concerns and looking at where adjustments may be needed to improve the experience.

    Learn more: Community Update - Tidal Strike

  • EA_LunardustCat's avatar
    EA_LunardustCat
    Icon for Community Manager rankCommunity Manager
    2 days ago

    Hey folks, happy to share that Game Update 1.4.3.0, coming on September 15, includes some adjustments to improve the overall experience in Carrier Strike!

    • Added Out of Bounds volumes to reduce instances of spawn camping on the carrier deck.
    • Corrected an issue where HQ icons would not stick to the minimap in Rush and Breakthrough.
    • Fixed "Alliance Disbanded" notification incorrectly appearing during the final round of Gauntlet.
    • Corrected an issue where a player's class would be deselected after exiting a mode tutorial.
    • Jets will no longer spawn on the carriers once breached, and will only be available through the deploy screen. 

    Please let us know what you think once you've had a chance to play with these changes!

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