FL really needs some work.

20 27
  • 13 Jul

I can't remember the last actually decent fight I've seen. Every match tends to end with whoever takes mid first, then that zone either becomes nearly unbreakable the duration of the match or one side gets pushed back to their spawn. The fun quickly evaporates once you start beating your head against that wall. Even worse on maps like Taiga, which after the changes now heavily favors Blue instead of Red, you end up bottling Red in their spawn.. but their spawn is a tiny choke that just becomes a meat grinder meaning nobody on either side will get any fun fights. They can't win but the only fights you'll get will come with near instant death as you jump into the mess of everyone wildly swinging in a tiny spot.

Fl needs a serious overhaul. The control points need to do more than just be spawnpoints; They need to actually have meaningful benefits to holding them that contribute to winning the map. Artillery points, stables that spawn horses (instead of horses just always being around), actual gates or barriers. Speaking of gates; There needs to be some form of gating mechanic to prevent either team from gaining a rush win by bottling the other team immediately at the start of the map. You get nothing out of these fights and they are an all too common scenario. There should be some subobjective that can allow an underdog team to make gains if they can rally for a come back. Currently you can often find yourself in a position where, even though there's still 10~ minutes of fighting left.. your team has no actual chance of winning due to the tickets. Matches where the result is virtually guaranteed should be exceedingly rare yet all to often you can guess who's going to win shortly into the fight, even if the match itself still takes 20~30 minutes.

FL is the games primary mode and yet it has become exceedingly frustrating to play regardless of which side you are on.

394 589
  • 14 Jul

There's so many things wrong with it.

"Hey let's cram 48-64 players on maps clearly not made to fit such amount of players, oh and lets let autistic people build barricades/horse spikes and all sorts of retarded bullshit to reduce the size of the playing field even more."

102 72
  • 15 Jul

Since the last patch there were no more comebacks, only stomps. Super not interesting.

736 552
  • 15 Jul

Frontline has countless problems, but it's mostly about mapdesign, gamebalance and matchmaking. And trolling/sabotaging becomes a bigger and bigger problem, too.
And something I don't understand at all: Why are you forced to get that one single flag at the front first? Yes, I know, it's the name of the mode, blablabla. It's stupid. Being able to get ALL flags wouldn't just break stale matches at highly fortified fronts, it would also break up those mass slaughterings at 10sqm.
That whole mode isn't very well thought through.
Didn't players notice that in the alpha/beta already?

394 589
  • 1
  • 15 Jul

They didn't test FL much in alpha.

You think horses would of been released in the state they are if comp alpha players experienced them daily? It's extreme arrogance from Trit's part that it's taking them even this long to nerf them.

166 98

I only play the game for 30 minutes at a time, I don't enjoy it that much now as it's one sided. I know I can pick blue on mountain peak and probably win, same for tigra.

The balance is non existent. No mechanic to "re-balance" teams, people leave in droves when their team is doing badly and you end up with a match where one team's 32 whilst the other has 26, someone joins the server, joins the team with 26 players, sees they are getting crushed and leaves.

Some sort of home advantage might be good. No buffs at the central point but being closer to spawn you would take less damage or deal more, so those points were hard to capture.

16 72
  • 2
  • 17 Jul

The major problems of Frontline are linearity and congestion.
These current maps in their linear configuration were not even close to being made for 64 players, not even 48 players. Play Frontline on 24-32 player servers (as if there are any of those) and the quality of the experience shoots up dramatically. It is the sweet spot, more is a mess and fewer is troublesome to deal with in other ways.
Even with a preferable lower player capacity for the current maps, a single point being the objective at any given time means that (besides the handful riding horses, using catapults or playing lutes) absolutely everyone would be cramming themselves into a tiny radius on the map. There are no alternate paths, no side objectives, little to no incentive to defend a position from attack; just charge the next point and kill anything along the way.

A linear series of control points leads to a rapidly reduced, monotonous experience that quickly ends in ruinous disinterest like... Overwatch. Horrifying. However, that game is only a dozen people on rather constrained maps. Mordhau's maps do have the scale to accommodate 64 people at once as Battle Royale works just fine, but Frontline is not designed for 64 people.

I'd hope for the centermost control points of each Frontline map to be split in two, or even three.
Unreal Tournament 2004 Onslaught Mode as the visual example, the map Arctic Stronghold with its two possible node link configurations:
In most UT Onslaught maps, there are almost always two ways your team can advance from a node, with an occasional chokepoint node. By dividing the possible routes to advance, the strategic options expand exponentially. Most of all, the players get to spread out and use the whole of the map to its fullest. A group defending one route while the rest of your team comes at them from the other is so simple in concept but is extremely dynamic in practice.

Some may say "But that would be too complex! Most players are dumb as rocks! One team will just end up getting swarmed by a deathball if they actually try to split up!"
Wasn't a problem twenty years ago. Still not actually a problem now. Give those rocks some credit. Multiplayer FPS Games have always been one of a select few heroes carrying the team and those rocks at least being useful obstructions, however minor. The linearity is actually a far more damning force multiplier, because said heroes will then be at the front of every fight and therefore will win all of them. The linearity causes dramatic snowballing with little chance for a comeback, or a stalemate between two particular points just because of their layout preventing two relatively equal teams from gaining ground.

Most of the maps have a lot of unused open space for pairs or a trio of control points.
Grad has the entire underground (an amazing area) that goes overlooked outside of the Warden roaming one of the halls, and much of the forest beyond the farm doesn't really see much action. The right UT2K4 map above may be the preferable layout - the Stables in the center remains the chokepoint, while the splits then go to the Smithy/Underground and the Forest/Farm.
Taiga similarly could use something the likes of the right image. The camp remaining its contentious centerpoint while the two intermediate points get split into pairs.
Crossroads of course, the King of the Hill concept is novel, but it (and the horses) for the most part makes much of the ruined keep just some practically empty terrain to cross to get to the middle tower (or the cannons). If it were instead a three-point "Domination" map, with three points just inside the keep to fight over the likes of the UT2K4 map on the left, the scenario would change constantly, with the rapidly fluctuating tactical decisions to hold specific 2/3 points or take them all.
There is much of Camp in Frontline that goes unused due to the layout of points. Both camps are not really invaded by the enemy team, just going through the front door to complete the tent burning / cart escort objective. These areas could use more action. Similarly, one whole half of the center field is largely ignored.
Mountain Peak's valley is really barren, yet is where all the points are at. Those two elevations on both sides are prime material for points of interest, especially with its high-altitude crosswalks, but they are merely used as occasional alternate routes.

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