The capture or defend certain points are easy to understand, and its outlined before every match. Despite this, I'm a bit clueless in how games are won. In many matches my team have lost despite having all the capture points. In some games the game ends with 4 minutes still remaining on the clock, with capture points divided evenly. It just seems random. If there is a system that you need to hold a point you've captured for X minutes before its officially captured, and then you don't need to bother with it again, it needs to be clear that's the objective. I don't know if that's the case though, since I've had games where we've lost 3 out of 4 capture points, but the 4th one was never captured and still we lost with time left on the clock. There is a warning message in the game, stating things like "5 minutes remaining!" or "2 minutes remaining!". Maybe it could be used to signal whatever rules there are for winning? Even if I might eventually learn how it works from some kind individual in this topic or elsewhere, it's not intuitive for newer players, and it really should be. Kind regards, // Elrashin
Tug-of-war maps are won if the attacking team caps the last point or by the defenders if they hold out till the timer runs out. If you don't know which maps these are, they are indicated by the capture points displaying a locked icon on your HUD, meaning you need to capture them in order (A->B->C etc). Domination (or whatever it's called now) maps have a meter next to the capture point ownership display on your HUD, the attackers need to fill it to win and it fills faster depending on how many points they control. Here your team can capture any point in any order. Fortress maps are won by the attackers if they take over the fortress capture point or if they kill all the defenders (who have limited amount of spawns) and by the defenders if they, again, hold out till the timer runs out - however here the game should continue if the attackers are currently capturing the last point even if the timer runs out, forcing the defenders to interrupt that capture to win. And yeah, these should be explained to new players somehow.
I think Harkus (fortress map) or the tug-of-war are intuitive as they are, easy to understand. It's the "domination" maps as you label them as. Not seen that meter, but that explains it. I'll keep a look out for it. Indeed, that meter should be listed as the actual winning condition then.
The weird thing to me about domination is, if you happen to control all 4 points but lose because of timer. It feels silly because that means that by the time you took control of all those 4 no matter what, you had already lost, yet the game kept going. Holding all 4 objectives on domination for the attacking team should toggle a "can't lose because of timer" condition. Where when the timer reaches 0, time just stops being counted. If the defending team seize one of the cap point before the domination bar makes the attacker win, the defenders have managed to maintain a foothold so they win. If the bar fills for the attacker, than they win. So basically, at end game, if attackers end up controlling all map, they should not lose just because they had a less good early game. So just suspend the timer for the attacker when they control 4 points.
Totally agree. Also we need more diverse types of game modes and more objectives on every map. Playing the hell out of BF1 Beta the past week on a single map that's available to play. On that ONE Conquest map, it's infinitely more enjoyable playing Conquest mode with 8 objectives instead of having to beat my face against the wall trying to attack a single objective the entire match in EC. My friends and I are having more fun playing a single BF1 map than playing most of the EC maps because attacking in EC sucks so bad. Attacking sucks so bad in EC because many maps have a single objective and spawning with our squad is 100% reliant on vehicles.
Also more system wide alerts and messages would be great, along with accompanying AUDIO cues. 95% of the time I totally ignore, or dont even see, text alerts on screen. I guess my brain is filtering out all unnecessary information when i'm in the thick of combat, and I just dont see those visual cues, though if I heard very distinct horns or sirens blaring at hallmark moments during each match... those types of cues I will process and recognize. i.e. a gate of Harkuss being destroyed should be a major event with more distinct visuals and accompanying audio sounds. Screen shake from the 10,000 ton wall falling, appropriate sounds to accompany such a disastrous event. Also flashing lights and accompanying sirens alerting the defenders.
So for the domination thing: The attacker needs to fill the bar at the top of the screen. It fills faster depending on how many points you control. (On a 3 point map it takes 10 minutes to win if you own 2 of the 3 points) The more points you control the faster you fill the bar. As a rule of thumb to get the bar to fill you need more points than the enemy. Also the recapturing of your points through defenders blocks them from helping fill the bar till the capture attempt is interrupted. The defender wins once the time runs out. Now comes the tricky part. At the beginning of the match the timer is rather low. You can increase the timer as attacker through capturing points. Whenever you capture a point the timer gets some bonus time. This can happen once for each point on the map. Example: You capture A+B you get alot of time for this match. The defenders recapture B. So now if you recapture B again you won´t get more time. Only if you capture a point you did not own yet this game like C.
Hallmarks as the match progresses need to be called out on comms via automated messages from servitors or the warlord. "We are winning" or "The enemy is gaining the advantage...fight harder damn you"! If you lose at the end of the match a message along the lines of " The attack is wavering...stand by to fall back.. Or. .stand by to extract... Or "For the Emperor we will Fight to the last man, only in death does duty end!" Or if your team is winning "Victory is at hand!!Finish them!!" The messages would vary from faction to faction and vary according to winning or losing status.
In addition to it being more clearly stated which map we are on and how it functions. It would be really nice if there where side objectives that effected how hard or easy it is to take a main objectives even on the maps you want to ham fist everyone through point A. it would be nice if there was a say supply depot you could ransack to turn off the reload boxes for a minute or 2, or a satellite uplink on the map if sabotaged would cause a respawn timer penalty of a few seconds on the presently contested point in the list(a if a hasn't been taken yet). This would be very nice especially on the siege maps to impose difficulties on the defenders especially if its geared towards a certain strategy at taking the walls(one objective makes them unable to reload for a while, while another might bring in a fog that makes it hard to fight at long range, etc.) in that first phase where right now it just feels like a sniper fest and CqC classes have nothing to do.
Indeed, I think people notice this quite fast but it could at the very least be a loading screen tip, if not more. The meter isn't very well explained, and could use a description for the maps that use it as a winning condition. That would be great. When you bring up the map in the game, it should say the name of the map. Right now it's only listed at the very beginning.