Also, remember that Strong defense is not enable. Two players alone cannot block the capture. That has an role in the setting selection... but eacht defender in range increase the required capture time significantly.
On a full server with lots of def in range, capture could take even 1 minute... but you can capture at all time. These settings will require a totally different strategy. Having more players in range will be a great advantage now as it increase/decrease capture time. But a more agressive and less "lets hid here to block blind cap" defense will be required. Instead of sitting in an area, defenders will have to block access to the area and patrol it.
Attackers, on their side, will have to get as many players in range as possible to speed up the capture. But clearing up defenders would be important as each of them increases the capture time much more then each attackers reduce it. Having to stay in range 1 minute could be very dangerous.
So you can cap always, but flag placement is longer so less bad placements and maps are larger, which allows better defense organisation, use of claymores.
Overall, what I'm trying to do here is to move from the TDM game towards some sort of EAS with mobile objective. More tactical, slow paced games.
Also, I know some maps got issues or are redondant. This will improve with time. Maps rotation size is 32, and I'd like to keep it a 32 with random order.
On a full server with lots of def in range, capture could take even 1 minute... but you can capture at all time. These settings will require a totally different strategy. Having more players in range will be a great advantage now as it increase/decrease capture time. But a more agressive and less "lets hid here to block blind cap" defense will be required. Instead of sitting in an area, defenders will have to block access to the area and patrol it.
Attackers, on their side, will have to get as many players in range as possible to speed up the capture. But clearing up defenders would be important as each of them increases the capture time much more then each attackers reduce it. Having to stay in range 1 minute could be very dangerous.
So you can cap always, but flag placement is longer so less bad placements and maps are larger, which allows better defense organisation, use of claymores.
Overall, what I'm trying to do here is to move from the TDM game towards some sort of EAS with mobile objective. More tactical, slow paced games.
Also, I know some maps got issues or are redondant. This will improve with time. Maps rotation size is 32, and I'd like to keep it a 32 with random order.
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