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PR:BF2 Feedback Post your feedback on the current Project Reality release (including SinglePlayer). |
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PR:BF2 Contributor
![]() ![]() Join Date: Jan 2016
Posts: 900
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Hello,
this thread servers the purpose of feedback for all public tests of the new CnC rework. The gamemode has been reworked in an attempt to make it better for public gameplay. I have offered servers to test it in events. If those events prove successful we might get this rework to replace the current one in the game. ITS NOT IN THE BASE GAME RIGHT NOW ---------------------------------------------------- Description CNCv2 does not feature capturable CPs. Instead, FOBs serve as objectives to attack and defend and they are revealed to the enemy (like caches in Insurgency). Because of that you are now allowed to place double the emplacements on a single FOB. Whenever you have active FOBs you make the enemy bleed tickets. The bleed an FOB inflicts on the enemy depends on how closely it is placed to the designated area of interest (marked on the map) with maximum effect if the FOB is placed inside of it. Having more FOBs than the enemy reduces the bleed you take from the enemy. Losing an FOB yields an instant ticket penalty. If you build too few FOBs you bleed stronger than your opponent but if you build too many you have a hard time defending them so this gamemode requires teams to balance out their attack and defense capabilities in a way that works for them. The gamemode features a 10 minutes grace period where no bleed is inflicted and no FOBs are revealed before that timer has run out. ![]() Frequently Asked Questions Why is the gamemode remade? The current CNC gamemode is not being played publicly. There are multiple problems with it which can be seen as a reason, the primary ones are not enough spawn points and no clear indication of what you need to do. It also does not work well in events because it usually ends up with both teams defending their single point since attacking is a lot harder due to the reasons just explained. What are the primary changes from the old gamemode? You can now build multiple FOBs and you always bleed if the enemy has atleast a single FOB up (yes, both teams can bleed at the same time). It says you can place double the amount of emplacements but i cannot place this TOW. PR doesnt only limit the area around a FOB when it comes to the maximum amount of a certain emplacement but also limits the area around each emplacement. To place the TOW there may only be a single other TOW within 300m if your position. If you have 2 TOWs within 300m of you, you can not place it even if those TOWs belong to different FOBs. So the team with more FOBs is bleeding less? Usually, yes. However, there are scenarios where even if you have more FOBs than the enemy you are still bleeding more than them. This requires you to place all your FOBs in the corners of the map while your opponent places them inside the area of interest. Does placing a FOB always increase the bleed on the enemy? No. If you want to precisely know how the bleeding works, please read the exact description below or go to the end of this post for the exact bleed modifier. Why is the bleeding mechanic so complicated? There are multiple reasons why this is:
How to maximize winning chances? All you really need to know to win is this:
---------------------------------------------------- This is the old (and precise) description: Here is how the rework works: - Build a FOB - After the FOB has been enabled (= spawnable) once, a reveal timer (=2min) is started - When the timer runs out, Attack and Defend markers are added to the FOBs - If the game has not reached 10 minutes yet, the markers are delayed until then - Attack marker is inaccurate for the attackers, up to 3 keypads off on each axis - The FOB makes the enemies bleed while it is enabled (= spawnable) - A FOB that was spawnable once and is removed entirely results in a ticket penalty of 30 tickets - Demolishing a fob does not yield a ticket penalty if it does not disappear entirely - Removing a FOB before it was spawnable (eg. to place it better) does not yield a ticket penalty - The closer the FOB is to the center of the map, the stronger the ticket bleed - If its within area of interest (marked by markers) the bleed modifier is maximized [see image] - Fobs outside this area have their bleed modifier scale down linearly depending on distance - Bleed modifier is actually smaller than 1 if its outside of the radius map-size/2 (only possible in the corners of the map) [see outer circle in image below] - You can build multiple FOBs per team. If team A has 3 fobs and team B has 2 fobs, then the bleed of the one with the lesser fobs (= team B) is multiplied by the fraction of the numbers (= 2/3), i.e. the team with more FOBs has the bleed inflicted on them reduced. - More fobs does not necessarily mean increased bleed modifier. Your bleed modifier is the average of all fobs, and then the above mentioned fraction is applied to that. Thats it! Let me know what you think and please also relay whether or not you have been part of such a public test. Thank you! ---------------------------------------------------- People have been asking me for the exact bleed modifier. Keep the bold text in mind. Quote:
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Last edited by CAS_ual_TY; 2024-08-22 at 12:02..
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