How to explain DO NOT return objective?


(KattiValk) #21

If typing doesn’t work, frantic knifing sometimes does. Nothing is fool proof but a short “we can camp it” usually helps too.

@Feley Second rule of establishing a kill zone is not getting into the kill zone yourself. :wink:


(Demolama) #22

Perhaps if SD wants to keep game mode missions they should just turn down the amount of xp earned for objectives and give everyone a passive xp bonus every few minutes for staying in the game, sorta like the long defense xp. This might limit the need to farm objectives for game mode xp, and may lead at least a little bit more teamwork


(IcySkyz) #23

I dont think a game change in xp is needed. Personally I don’t see a huge problem.

Look, low levels have less experience so of course they may make “decisions” which may seem idoitic in some cases. But these types of strategies are something that need to be learned through gameplay and judged individually by each person.

All in all, although it is frustrating at times, just let it go, nothing really to get worked up on.


(Demolama) #24

True, with the mindset that any merc can perform any role I shouldn’t expect team play.


(GodsMistake) #25

To return or not return…it largely depends on where the objective is, how the team is defending, etc. If the objective is right in front of the drop off point, then you can bet your ass I am returning it. I could care less about the xp–it doesnt mean anything except for leveling up (ive got 19 million xp, it does not matter).

Forcing the other team to grab it and run it back from the drop off spot takes more time. In stopwatch mode, anything that delays the other team from setting a time should be on your agenda.


(Ctrix) #26

If in doubt you should return it, because if the enemy team is decent they can just run in and pick it back up. It’s a risk vs reward play and if you don’t know the game well, you should always return it.


(KattiValk) #27

It’s basically a matter of whether or not the dropped objective forces the enemy to funnel into one lane. This really mostly applies to planting in the Defender’s area of jurisdiction (ex: Trainyard) as ones like Bridge are far too dangerous due to the possibility of grabbing.