legmek

legmek



31 May

Comment

Originally posted by zVulture

Hamada was the map I ended up on the two games I played. Both were overwhelmingly one-sided to the defenders. Just straight up frustrating for the attacking side and quite boring for the defending side. It was the reason I didn't play the game mode after getting my first weekly done. So take all this with a grain of salt from low play numbers but hopefully helps in further design on maps.

The height difference gave an advantage to the defenders in that they became hard to hit while attackers needed to go out in the open in choke points to advance. Even with smoke grenades the MMG fire and explosives were spammed in those areas picking off attackers.

The weakness here isn't the height specifically, if anything that can make for an interesting attack (attacking a castle). The issue comes in the vectors for attack instead due to the choke points and the out of bounds zoning. As well as the volume of re-supply points available to the defenders.

One of the...

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Hamada was the map I ended up on the two games I played. Both were overwhelmingly one-sided to the defenders.

I hear you! I'll see what can be done about the balance. :)

So take all this with a grain of salt from low play numbers but hopefully helps in further design on maps.

It does! I really appreciate you taking the time to write, even more when it wasn't a good experience! That's what I need to be able to improve stuff.

One of the main mechanics I can see working to fix this is Building. There was close to no building that could be done to help give more cover on the advance.

Some people suggested trenches and foxholes, and that is a really cool idea. I will see what I can do about that!

This brings in a second issue with the high availability of full supply stations from the defenders

Good point, I'll take...

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Comment

Originally posted by JackStillAlive

It is very badly balanced on Hamada, that is for sure. Played many matches, and I am yet to win as the attackers on Hamada, it is too easy to defend. Most of the time, Attackers manage to capture A, rarely B too, but they always run out of tickets before capturing the third flag, while defending the other 2.

I think Fortress on Hamada would need 2 changes:

  • Increased tickets for attackers(250-300)

  • Make it 2 stage. Stage 1 is capturing A, after that, defenders will need to fall back(before timer runs out), and then in Stage 2 the attackers will need to capture B and C. If attackers run out of tickets during Stage 2, they can fall back to A, and get 5 minutes to defend it from the defenders(now sorta playing attackers), if they defend it, they get another try at capturing B and C with very limited amount of tickets(50-100 at max), if they fail, the Defenders win the match.

I think going for a mix of more fortifications (like trenches and stuff), fewer planes, more indestructible covers on A, slightly increased ticket counts and more cover for attackers when they spawn + move will improve the balance quite a bit.

I'd rather try to make A easier to take and hold for attackers than make it two sectors - I really like that defenders have the option to go and take back A - it just simply happens too often and is too easy.

Comment

Originally posted by lameo_handayes

Wow thanks for your reply. I’ve though about it and the ones I think would work are

*The church, it has a nice surrounding area that can be used for fortifications. There could possibly be an added structure next to it just for this game mode so it’s bigger. Could possibly include some of the town.

*Objective D - this one works great with the last phase on normal breakthrough. It’s slightly raised so it’s good for defending and there’s a few large structures that can be used for capture points.

Yeah, I could see the D flag place working, though, wouldn't that be quite similar to the end of the 64 player Rush setup that is a part of the Hannut Grand Operation?

I tried some stuff briefly on Arras but the amount of places to hide and the sheer amount of options in the village just made it kind of fall apart. When there's too many options, the defenders can't reliably guess where the attackers are coming from and it all kind of falls apart.

Comment

Originally posted by TheLastStark2019

Some of the flanking opportunities from modes like conquest were blocked off ( side entrances to the cathedral ) and the large wooden doors on Hamada

Ah, I see. I might do something about that door on Hamada, but the side of the Cathedral is closed for (I think) a good reason. :)

If there's too many entrances it just suddenly becomes very hard to defend - it has to be enough so that most of them are watched by somebody on the defender side at all times. I want the successful push through an entrance to be a happy exception that an attacker worked for rather than a consistent reliable occurrence.

If that makes any sense.

Comment

Originally posted by PSGUNITED

It's ok :)

:D

Comment

Originally posted by TheLastStark2019

Played 17 minutes of fortress and will never play it again . Glad it’s gone . Mmg campfest . Limited flanking opportunities because of pre made fortifications that can’t be blown up or taken down . Hamada I spawned in and was sniped by the 6 pounder in my own spawn . The added fortifications were cool like the wooden bridge connecting the ruins up top as well as the fortress down where f flag is in conquest . End of the day it was something new but nothing I’ll miss . Maps over game modes , not sure why that’s hard to grasp at dice

Thanks a lot for commenting even though you didn't like it, it means a lot! :)

Pre-made fortifications that can't be taken down? What do you mean? That sounds like a bug. I'll see what I can do about the starting area for the attackers.

Rest of it is valid, I think. Thanks!

Comment

Originally posted by chrisking345

Would you think about moving the tank spawn further back? With it appearing first with the bulk of the attackers, it usually was met with immediate destruction. If the tank spawns further back, that allows the attacking infantry more time to push up and establish a foothold for the tank to be able to help its team when it arrives

I'll take a look at that, thanks for the suggestion!

Comment

Originally posted by Beastabuelos

64 players was perfect

Are you f**king high?

Would you reduce it to 32?

Comment

Originally posted by lameo_handayes

I think there should possibly be some more really small fortifications that the attackers can build, like foxholes or trenches. But other than that, love this mode.

It needs more maps though, Arras would be good.

Cool! Will look into it!

What part of Arras?

Comment

Originally posted by haste57

More fortification ladders/ramps are probably the right call for this mode. This way defenders can actively blow them up and stop the advance of the position and give more of a fortress style fight than just standard breakthrough imo.

Cool, will see what I can do.

Comment

Originally posted by PSGUNITED

It's amazing overall. But it hurts when you take it away :(

I'm sorry. :(

Comment

Originally posted by feedbackforblueballs

I personally had a lovely time with it.

The most fun thing to me was how Devastation flowed as an attacker. Every time I attacked I would start as Recon, popping flares and shooting from the left of the overturned train. That angle that can peek both Vickers and everything else if you just keep strafing into the open and it was amazing how each round played so similarly. The outside fortifications on that map are such a trap for the defenders, it's incredible. It's a shooting gallery at the start.

I seriously haven't had that much fun donking heads with my Enfield in a long time. And my point here isn't just the fun sniping, but after I (and my team) break the spirits of the defenders, they stop returning to the Vickers, and they stop holding the first points outside the church, falling back to safety when they realize that they aren't going to counter snipe me. And at that point C is almost always open to attack due to how you closed off that side door with...

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And at that point C is almost always open to attack due to how you closed off that side door with the truck outside, which is my FAVORITE thing about Devastation Fortress.

Haha, I wasn't super sure about that, but I'm super happy that you liked that aspect of it! :)

I will say that I think it should be a 2 round mode like Halo's assault. There should be ties like if both teams only capture 2/3 of the objectives or if both attackers win. I didn't really care though so much about actually winning/losing, because I was having such a blast either way.

Yeah, that would be awesome! It would need a new actual game mode though and that increases complexity, but still - I like the idea!

Thank you for an awesome feedback post - if you ever recorded one of your games I'd love to see it just to see all your cool and inspired approaches! Just doing your part in showing why the BF community is just ...

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Comment

Originally posted by ViscousViscount

Not really my type of mode, however what did get frustrating the most for me was keeping an eye on people sneaking around. Just due to the nature of public games you can see people getting by, with your team unaware, then you are 1 vs 4 on C flag in Hamada.

I'd love to see them as three seperate 'sectors', so it felt like you were making headway, instead of a sneaky group being able to retake all around you when pushing on offense. This would then allow me to properly play as part of the defense and experience that 'fantasy', rather than being the castle guard that gets stabbed in the back by the heroes trying to stop a flank all the time.

If I don't try, then we just lose it anyway.

It felt a lot like Battlefield 1 operations.

I think making it based on time rather than tickets might be an idea too, perhaps 5-6 minutes per point, but any time you have left is added to the next flag.

Absolutely loved the fortifications, though having a lot ...

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I wanted to nail the "they'll attack A first 99% of the time, but you can't be 100% sure, so you're kept a bit on edge" dynamic, but I might not have been perfectly successful with that.

But you'd rather have more certainty about where people are, than the aforementioned dynamic?

Comment

Originally posted by StonedSectoid

It feels like a small conquest assault. In my case i like or dislike the mode depending on the specific players each round because you get different results according to how they play (beyond winning or losing). When its balanced in that way it feels good, fast action and relatively close to spawns which means you can try risky stuff without having to walk million miles to an objective if you die. The resupply stations are well placed i guess and the buildable stuff too.

I would like more buildable things like foxholes for the attackers. Lets say you capture A and you fortify something between A and B or C as sometimes its very easy to recapture points that just got captured cause the forces left are not enough to effectively defend it till other people get there unless you wipe the defenders and get there with more than 1 or 2 squads which also is situational as a lot of people tend to just lay down and try shoot stuff instead of advancing.

I like the verticalit...

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Where in Arras would you want it?

I'll see what I can do about foxholes and trenches, thanks!

Comment

Originally posted by eutonachama

The only problems I had: impossible to win as an attacker in Hamada. And spawn points in Devastation at least are messed up - no matter where you decide to spawn, you go all the way back to the base. Good points: fortifications, and it is very dynamic. Would love to see in other maps. Church on Arras seems a good fit, and flags C-B in Panzerstorm too.

Yeah, I've heard a lot of comments about balance and about the spawning on Devastation. :) Thanks for the suggestions, C-B could be cool!

Comment

Originally posted by The_James_Spader

Well said on the fortifications. We need more of it and in creative ways. Would really add to the map and make it more diverse.

If you ever have time, I'd love to hear more specifically what made you like certain parts of them - sorry for taking so long to respond, it might be hard to remember now that it was a week ago.

Thanks regardless!

Comment

Originally posted by TheSausageFattener

The fortification additions to Devastation were fantastic. I really enjoyed the depth they felt they had and wouldnt mind some sections for the cathedral interior appearing in conquest (especially scaffolding). Hamada was fun, but I cant say adding any fortifications to that section of the map in CQ would change anything (theres not a lot of combat there).

Overall I found the game mode fun, but I wouldnt say it was balanced. As it should, it inherently favors defense. In order to overcome the defense the attackers need to work together. This means maintaining a good balance of medics throwing smoke, assaults knocking down fortifications, and recons putting up spawn beacons and flares. Not once did I see attackers win, and I think its because the teams just never could work together to hold all 3 points.

The only other nitpick is Hamada with the aircraft. As a defender I should have used a fighter plane, but running a bomber is just so much more effective...

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Thank you for your feedback! :)

I like the last suggestion of the plane setup. Defenders having a lot of AA will also just increase the fortified position feeling, I think.

Comment

Originally posted by Hayt_

Firstly, thanks for coming here to chat! It's really nice to feel part of the process.

Personally I think Fortress is a much better outlet for the "everything exploding 24/7" urge than Grind (for a few reasons) and think it would be a great rotating mode in the future.

Things I love:

• The initial charge. Even though big wave charges are more of a WW1 thing it's something I had missed a bit since BF1. The moment all the MMG players open up on you in Hamada had me think "this would make a good practice for a Normandy map." In that way the fantasy totally works.

• The option for flanks. One issue I had with Grind was that the maps were VERY narrow. Fortress has some interesting maps where you can get break outs down the side and really break up the enemy line. I found this was a winning strategy almost every time I happened.

• A fresher use of existing maps. We all want new maps, you might have been told this before. But the w...

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Thank you for such an expertly written feedback post!

I agree about the scoring system - its not a perfect fit for this mode, but I didn't want to have people have to learn new rules and a new mode just for this.

On the note of maps: I tried other maps (Arras was one of them) but it wasn't great - a lot of the attacker/defender fantasy comes from having really separated behavior and roles between them, and once the map allows too much chaos and intermixing it quickly becomes muddled and attacker/defender becomes a bit too similar.

I definitely felt I found the formula after working with it for a while though, so not saying its impossible, just saying its not super easy to build something like this everywhere.

Comment

Originally posted by Oncorhyncus_Mykiss

100% agree that the tank is ineffectual at aiding the capture of objectives B and C. I find that I am able to really turn the tides for the attackers heading toward A at the beginning before heading to resupply, next I move to the far right still in the safe zone and I'm able to help control the defenders trying to slow our right flank toward B/C, finally I can reload again and either push hard (and likely die) towards B/C or regroup in the safe zone if we've somehow lost A.

As soon as you enter the defender's zone, the tank is met with overwhelming fire from defender assaults. Normally I'm not one to hold back and stay in the safe zone hill-humping, I'm a PTFO ride-or-die tanker... usually. For this game mode with this tight of a linearly constricted map, moving a tank into enemy territory is almost impossible without heavily coordinated support from fellow attackers (pfft. and good luck getting that effort from 31 other blueberries). I think that what I'm describing is a...

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Thank you for the comment! :)

Comment

Originally posted by ItsTritium

Great game mode.

On Hamada, remove planes, and add trenches for the attackers to move up slowly but without getting shredded.

Devastation could use some other routs of attack, the train is too open. But the edited fortifications are great and should be imported to conquest.

(Also, rotate Grind, Fortress, and Rush every 3-4 days so that we can play them without having to wait long, and without watering down servers)

Would you remove all planes or keep only the attacker planes?