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PR:BF2 Suggestions Suggestions from our community members for PR:BF2. Read the stickies before posting. |
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2019-10-30, 21:58 | #21 | ||
PR:BF2 Developer
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Re: Flag-Ticket Mechanics Change
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Current system is flawed. | ||
2019-11-06, 22:45 | #22 | |
Join Date: Sep 2008
Posts: 1,008
Sweden
Location: Stockholm
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Re: Flag-Ticket Mechanics Change
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2024-02-08, 15:56 | #23 |
PR:BF2 Contributor
Join Date: Jan 2016
Posts: 902
Europe
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Re: Flag-Ticket Mechanics Change
bumping because Suchar requested me to bump it
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2024-02-09, 09:46 | #24 |
Join Date: Jun 2012
Posts: 717
Cape Verde
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Re: Flag-Ticket Mechanics Change
This is a good idea, I've always felt playing the flags/objectives isn't as decisive as it should be at times, especially on lots of asset heavy 4km maps where the dominating asset team usually wins regardless of how the flags play out.
A 30 ticket loss is usually a drop in the bucket in the bigger scheme of things and barely compensates the risk the attacking team makes with its assets and infantry squads which generally favors the team playing defense. A ticket bonus in addition to capturing would help balance that aspect as well as encourage more aggressive, team orientated gamplay in the beginning instead of half the team rushing off to do there own personal quests leaving a handful of squads to try clean up the neutral flags as an afterthought. |
2024-02-09, 21:56 | #25 |
Support Technician
Join Date: Apr 2008
Posts: 1,307
Finland
Location: Helsinki
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Re: Flag-Ticket Mechanics Change
First flag rush in its own right is argument against gaining tikects from captured flags. It's risky tactic that should have trade-offs, like no ticket reward and long supply routes (yes, I'm against field resupply for heavy assets as well).
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Last edited by bad_nade; 2024-02-09 at 22:36..
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Tags |
change, flagticket, mechanics |
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