Instant capture points like a flag instead of capture zones.


(BrightIs) #1

I think the game would benefit from instant control points via touching flags instead of the current wait around capture zone.

It would be in keeping with the fast pace game.

Also on Victoria (oasis style) map it takes a while to obtain the capture zone, so you might as well wait a while and defend the c4 charge at wall instead.


(titan) #2

yep agreed or at the very least make it much much faster to capture, I’m guessing the capture points are just to stop suicide flag touches so a few second capture should stop that anyways


(prophett) #3

Definitely agree, although for victoria the Flag position/forward spawn position would need to change as it would be too easily recappable by defense (an argument for a separate thread).

Loved the flag fights on Radar, Oasis, and Frostbite (old).


(Erkin31) #4

Yes !
Flag fights + spawn wave = Perfect.


(titan) #5

Sounds good to me i think the first half of that map is pretty awful anyway :smiley:


(k0k0nat) #6

+1

as said before :smiley:


(Protekt1) #7

Faster? Sure. But instant? Seems like a bad idea considering there is a stealth character that can just walk past, or even without stealth it isn’t impossible to just get there and swing the game.


(k0k0nat) #8

Set an “detects enemy stealth units” AEO around the flag.


(Protekt1) #9

By then the point is already capped though. And they could just run and hide in a corner and recap if the opp team happens to get it back.


(k0k0nat) #10

Phantoms stealth is not that good tbh. If the opposing is that stupid, they deserve being camped by a phantom ^^


(BrightIs) #11

Would someone choose a merc just to capture a flag though? At the moment we only have 3 to choose, and phantom merc isn’t one I would personally waste a slot on just for capturing the flag.


(Protekt1) #12

Any merc just capturing the forward spawn instantly is just too punishing for defense. Having it take some time gives them a chance to respond to the threat, which I think is fine. It does take really long though currently.


(Runeforce) #13

Have not paid attention to how the mechanic works, mainly because no one hardly ever push out in the open with me. (The heavy holds back to see, instead of being aggressive, if I as a medic die, instead of being pro-actively defending me, at the slightest threat to his K/D ratio, pulls back a bit and wait for reinforcements.* Rinse and repeat.)
But two capturing the flag should be better than one, right?

*Typical pub player, although threats to K/D dissuade even ‘pro’s,’ especially when playing in public matches.


(NeroKirbus) #14

If it would be insta-capture, that’s where the spawn should be. It would make it a much more risky endeavor just like it was in W:ET. I have always had a sense of urgency and dread while attempting a spawn flag cap.

“Oh god I have less than a second to cap before the spawn wave! Hnngngnghhgh!”\

gotta love them adrenaline rushes.


(BomBaKlaK) #15

100% for instant flags !
But we need bigger maps with longer travel time, with short maps as it is it’s more or less the same thing, a meatgrind !


(Mustang) #16

I’m not a fan of instant capture as I think there should at least be an interact action (press F), but I would like to see some of the very long capture times reduced (Victoria spawn and BridgeAlt transmit for example).


(BomBaKlaK) #17

Yes for Victoria absolutely not for Bridge_Alt !
In bridge_Alt there is only 1 obj to carry and the actual time is perfect.
You need a team to transmit not a random solo guy.

The major problem with the only capturable spawn point at the moment is the location, if the spawn was in another room, or elsewhere it can work with a long capture (as ETQW did), but put it in the middle of the battleground and instant cap, or shorter cap is the best choice to me (Wolf:ET) but all this problems in DB crystallize how bad the level design is for the moment. You chose to use a bit of this one and a bit of the other one, but sorry it’s just not working. It needs a radical change

  • travel time to short
  • map to small
  • not enough routes
  • sideobj useless
  • primary obj absulotely not consistent
  • obj design is horrific
  • game speed is now faster but maps are still the same.
  • Ubber meatgrind frustration effect
  • etc …

Waiting for something that maybe will never happen … good maps with a bigger scale ! then obj design will follow.
NO MORE LAB RATS TUNNEL MAPS !


(tokamak) #18

How could would it be if the type of command post varied randomly per match?