Remove Conquest from the Game

So you better fix that instead of making accusations. I provided proof for both of my points already.

I’m not seeing any proof myself, just a lot of complaining based on an emotional response. Instead of having a discussion to come up with solutions. You choose to argue with those that don’t align with your own opinion.

It also doesn’t win you favors if your solution is to accuse map designers for being lazy. That’s a very arrogant statement to make for anyone who doesn’t work as a map designer in the game industry. Map development is a hideous task in software development, and it can, and will often, require programmer assistance to make certain map features work. Even with all the polish work done, working with the art team, and the QA testing process. A designer still has no control over one aspect of the process, the human element.

They can make good use of the map, or just run off to the corner eating crayons for all we know. And due to that, there’s no such thing as a perfect map. A designer can only do so much to improve the user-experience with the layout design. It’s still up to the player to adapt to the environment, and make good use of resources/assets that’s already provided at that location.

That is not what i did.
Map designers are almost certainly not involved in the change from Domination to Conquest as nothing of the maps design changes. Not even the location of caps… just some vanish from existance. There is 0 map design involved in that.

And that is why I call it lazy.

Saying sth is complicates to get right is one thing. Not even trying to change anything to make sth new fit can only be described as lazy and qithout effort.

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Conquest is horrible, picking a random point on a map that is not designed to be used in such a way and invalidates the majority of the map is just bad.
Battle is also a horrible mode that often is never won and ends with a timer, because for some reason we need a timer on top of a ticket system.

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Just because you don’t understand the mode and that kills are 100 tickets a piece in that mode and the choice on that match is to cap, leave the cap to not be capped, or merely let them cap, and decide how it plays from there.

There’s so many paths the match can take, and tactics to stop the eventuation, but many freeze, and start getting all antsy because they don’t understand it, feel it’ll be a loss anyway, and get all short fused…

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Kills are a 100 tickets a piece in every mode, it sounds like you didn’t understand that.
And there is only 1 path, rush the cap and win the game.

I don’t mind one-cap, if the choice is between that and just more three-cap. We already saw from the last Q&A they want to get rid of most two-cap because of player complaints. If OP gets their way it seems there would be nothing but three-cap left.

The timer be blessed, battle in some maps (such as fields of normandy) would take ages without it

We shouldn’t have to hold onto bad game modes because Gaijin is creatively bankrupt and hasn’t introduced a new mode in the last 10 years, since Skirmish and Break, and we also lost the AI vehicles and the D point since then and we all do is CQC to control random patches of grass or some rubble.

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That one path statement shows how ignorant you are to the longer game… I can let you cap that, let you get over confident and keep feeding a defensive team who are hoarding SP, to end up being pummeled by the subsequent choices they make of second and third spawns after having artilleried your team to again, amass more SP.

Seriously, it’s the pace and the methods you use in the matches that make them different, and because you only see one path, then you’re not seeing the flank…

Then to have your next post, oh damn that’s some hot takes… Even Break is an example of what following ‘demands’ brings out… people were moaning they couldn’t understand it, and kept bailing out of it to avoid it… ((Edit - And I’m absolutely sure that this mode, alone, was where people got the idea of quitting out of matches on the regular, to avoid it, and started calling for that map ban/dislike, which still doesn’t do enough for that whinge and moan…))

Usually when the time runs out the game would be close to being over, but the way it’s set up is that there are too many tickets for it to run out before time is up, you’d bleed like 70-80% but it requires too many kills to run out, which is just bad design.
Had a number of games where we would have won by having 5-6 players vs 1 but the time ran out and they had more tickets.

And a tactical call to the team, at an opportune time would avoid this ending… If people know that it’s tight and that they need to stop dying and kill more, then it can all change.

((Edit - Stop trying to merely reply and say no… The gamemode is fine and it can be taken control of… It’s very much players not knowing what to do, and not understanding the outcome that leads to this ‘removal’ knee-jerk nonsense…))

Yeah, let me cap it and get my entire team on it, leaving you to fight through my entire team and respawns to maybe eventually recap it, but your tickets will have drained by such a significant amount already that it’s usually a loss for you anyways.

And surely people didn’t understand Break as much as it just wasn’t a good gamemode that people disliked, as if there was any complexity to it.

Here you are though, saying that there’s no complexity in this… xS

You are saying Break was too difficult for people to understand, like a game that is all about capturing zones, they couldn’t figure out a slightly altered way of capturing zones?

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The amount of people who were upset at the game modes for merely losing, without knowing how they were losing, was immense…

It’s a common thing I find from a lot of players.

(Edit - Air Domination is a common one that’s very misunderstood… One point, ceiling up high, use bombers as gunships and get high… But people cop out and all go on about how bombers can’t do anything, ignoring that they are able to cap and be a supporting source of fire, and are genuinely hard to take down)

The OP, which you support, wasn’t about replacing modes, or getting new ones, it was about removing one of the two we have left, after they remove two-cap.

People are upset a lot of things that are still in the game, I doubt Gaijin would remove something because people disliked something as that’s not their MO, unless it’s paired with the entire community leaving bad reviews or whatever. I don’t remember much from it but I can imagine an aggressive mode isn’t going to work well for some nations and work really well for others.

Air domination is impossible to cap it anyways aside from sheer luck with how large the zone is, and it mostly goes uncapped the entire game.

Errr, no… Air dom is SIMPLE to cap…

It just takes coordination and timing to actually get it actually done and then you have to actually hold it.

Again, I’m straight up saying you are blinded by the blinkers you have on that have led you to only think there is only one way to play the modes, because that is all you know…

I don’t see how that changes anything, if the community dislikes a mode then why keep it? If the community does like it, keep it. We’ll never know however as they don’t ask the community and instead just kinda do whatever.

The two cap, as in Battle?

Coordination… with whom lol.