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  • "DANNYonPC" started this thread

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1

Tuesday, November 13th 2018, 12:46pm

Losing team captures flags faster

So thats a thing apparently

Is there anything directly in the stats to support this statement?

Reddit post

The comeback mechanic in Conquest is lame. : Battlefield

Edit, Faster vehicle spawns too.

IS DICE CHEATING ON CONQUEST? - Battlefield V (a new comeback mechanic) - YouTube

DICE is cheating on conquest (part 2) - YouTube

This post has been edited 1 times, last edit by "DANNYonPC" (Nov 18th 2018, 11:37am)


VincentNZ

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Tuesday, November 13th 2018, 1:20pm

You could have just used my thread on this topic. :D

NoctyrneSAGA

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Tuesday, November 13th 2018, 11:25pm

I don't get what the complaint is. It's not as if the losing team is being handed free tickets.

The winning team is already ahead in tickets and flag possession. Why would slower capture rate really work against them?

Fast capture for losing team isn't going to suddenly turn a game around for them. They have to actually still flip a flag and they can't do that if it's being defended.

Also, people complained about the lack of comebacks in BF1 and wanted a better chance of a comeback even though BF1 was only slightly worse in that regard. You couldn't lose for nearly the entire game and then just turn it around by doing +1. You had to put in the effort into digging yourself out of the hole you're in either by holding the same amount of flags the winning team did for the same amount of time or holding more flags if there isn't enough time. If holding more flags is too hard for you then maybe the winning team was just that more skilled and therefore they're supposed to win? What BF1 did well was show which team was better and by how much.

People asked for a better chance at comebacks even if it distorted which team was better on top of complaining about how the BF1 system distorted who was better (no it doesn't). Now they're complaining about a comeback mechanic that, just like the Behemoth, still requires a team to utilize properly. And this is on top of ticket bleed which makes one team look AFK being hailed as "the true balance between the teams" as usual. Once again, a simple +1 possession leading to endings like this.



It seems to me that people care more about how close games are than figuring out which team is better (and by how much) even though they may profess the opposite in BF1. Now they are actively against the very thing they wanted from BF1 after losing what made BF1 Conquest better.
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Wednesday, November 14th 2018, 2:18am

People prefer actual comebacks to comebacks that resulted from handicaps helping them out.

That said, faster flag cap for a losing team seems okay.
Who Enjoys, Wins

NoctyrneSAGA

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Wednesday, November 14th 2018, 2:25am

If the handicaps or boosts were not needed, a comeback situation would not have arisen in the first place.

The flag capture mechanic can similarly be lumped into any number of negative feedback mechanics designed to limit how far slippery slopes can go.
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Darktan13

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Wednesday, November 14th 2018, 3:18am

As you capture flags, not only are you gaining score (closer to winning) you're also in a stronger position to keep winning (more & more advantageous spawn options), This is a slippery slope mechanic, and needs counterweights to prevent small early leads turning into runaway victories.

Quoted from "J0hn-Stuart-Mill"


VincentNZ

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Wednesday, November 14th 2018, 8:39am

When we are considering equal understanding of the game's mechanic (i.e. you need to hold the majority of the flags to win), then this is a mechanic that is not couterable until the tickets balance out. For every flag you retake, the enemy captures two. At this point you are treading water. You also can not react to this, it is too fast to put up any sort of defence and by the time you reach the target, the enemy will have moved on taking the next flag before you can even recapture the first one.
If this happens towards the end of the round it can handily ensure the loss for the team that has the upper hand and they do not get a comeback chance. Also the whole meta is based on attacking the objectives and the flags themselves have little defensive properties on their own, the flag count is generally really high and the distant between them is long.

It does not help that the mechanic is not explained in any form either. Most people just pad themselves on the back thinking it was a jolly good round, or do not know what happened that they lost it. It is supposed to work like an admin nuke on Metro for the spawntrapped team, but it basically turns the table 50% of the time instead of giving the losing team nine seconds to take their gimme-flag back.

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Wednesday, November 14th 2018, 7:42pm

That scenario does not hold, this isn't a flag-running server.

Quoted from "J0hn-Stuart-Mill"


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Wednesday, November 14th 2018, 9:18pm

It is, attacking is the meta of this game. Flags switch owners all the time, much more than in BF1 or even BF4. Flags have limited defensive properties, the numbers of flags is high, and you get a lot of points for capturing them. People are always on the run, and they run to the nearest or enemy flag.

Round and round the ball goes and where it stops, nobody knows.

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Wednesday, November 14th 2018, 9:54pm

It is almost as if a mechanic like this punishes failure to defend when you are far ahead.

A team that wants to win will be conscious of the fact that being a wall is better than being a wave.

Score is a useless metric and only players not looking to win will be interested in it.

Defending half + 1 is what everyone should be doing but no one does it because it's boring and not because it isn't viable.

The "meta" that has formed is only because the overwhelming majority of players simply do not know and are not interested in playing well.



Want to counter the fast capture speed buff? Defend your flags.
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