F8RGE, I think it’d be a good idea to start a focused feedback thread on CS, seeing as the community is very vocal about the mode.
I’d like to leave my feedback on the ship phase here regardless:
Destroying a target by shooting at it feels much better than simply planting a charge and defending it. It’s more immersive this way and all attackers have more of an active role to play.
The change to only have 1 objective area instead of 2 was bad though. As both ships have tight choke points, it made sense that the defending force had to be spread out between two objectives, otherwise it would be too easy to defend (as is currently the case for the Seperatist Dreadnaught). Right now, half of both ships go unused. The droids have a much easier time defending their objective than the clones, as their target is extremely small.
I would suggest reverting back to two targets per capital ship, each on a different side of the ship map (in the case of the Venator, three generators on one side and another on the other). This way, the attackers could rally at one objective and have an easier time destroying it, as the defenders would need to defend two objectives at once, like in the first iteration of CS. The targets should be destroyable by blasters, as is the case right now.
The change from reinforcement tickets to a timer makes sense because the final ship objectives no longer work on a timed demolition charge, so overtime isn’t possible right now. However, I think reverting back to the ticket system would shorten the ship phase to a less frustrating degree. Overtime could be implemented based on if the targets are recieving blaster damage.
Those are my two cents on the mode, I hope you take some of the community feedback into consideration.