Objective damage would fix Rush mode
No it wouldn't. Zavod last set would still be impossible to take. And frankly, I don't want Objective Harm to ever return to that mode. Too easy to abuse and prevents the main objective (arming/holding) from being done.
olimpia84 said:
Hey DICE here's a good way to fix Rush mode: Get rid of that mode completely in BF4 and release an add-on/DLC with rush maps from BC2 for premium users.
Rush on 4 maps only, no thank you.
This is a good first move. The fact they're looking into it means 1) they admit they fucked up and 2) it's possible to "fix" it.
Two of the general changes that are gonna be a possible:
- Removed Commander by default in Rush
- Round start timer addition (we are investigating final solution, not active in this release)
The first was
fucking stupid from a mode and big-picture objective view. Why the
fuck would you give one side (since there is NEVER two commanders on the same server) an "all seeing eye" intel advantage and ability to prevent spots in a HUGE area. Double so when there is MAV's for that explicit purpose (recon).
The second means no more Solid-State (Hard-)Drive advantage in being able to arm the objectives and blow them/first-set done while everyone else is loading into the server in literal minutes. This never should've went away from BF3 and it's mind boggling that DICE removed it at launch.
Siege of Shanghai said:
SIEGE OF SHANGHAI CHANGES
- Removed all air vehicles to make this a land strike in Rush.
- Cut the power to all the elevators in the map.
- Tweaked MCOM positions of all bases. Base #2 was especially problematic for attackers if they didn’t have enough of a momentum.
The first means
no more fucking first set sandbagging. Thank you, BASED DICE, for actually kicking them off that roof and going "attack, damn it."
The second means the first: No more roof campers.
The third admits a mistake they made: Tanks being able to go into the underground mall and shut down that set, gg defense with no ability to counter it other than "rush down there in the attacking tank yourself and pray they don't have the tank down there already."
Of course, since this isn't "Live" to see how they've changed it/test it yet, the second set may/may not still be down there but at least they
listened to me and others that have bitched about this. So CommanderShepardSuckItHaters.gif toward Sco about "oh but that's counterable in 32 players." Kane disagrees and sees why I bitched about it, DICE sees it (even in telemetry) and knows they fucked up.
Three of the Zavod changes (since these are the first two maps they're looking at):
Zavod 311 said:
ZAVOD 311 CHANGES
- Wanted to make this map easier for attackers particularly on bases 1 and 4.
- Major rebalance on vehicle balance in favor of attackers. For example: transport helicopter given to attackers from base 2 and onwards. This is especially helpful on the “impossible last base”.
- Tweaks on MCOM positions and minor changes to elements such as combat areas, spawns etc.
The first doesn't really need to be done
with the exception of last set/4 B. Placing an M-COM/crate in that tower with only the stairs being the way up there was one of the
most bone-headed decisions DICE did with the map (and there's plenty more for Rush/maps design on others) Set 4 needs a radical change. Maybe the transport chopper will help, provided DICE does not put in a mobile anti-air and lets the defense have to anti-air with engineers.
The second has been a problem with
all Rush maps. So it's good they're looking into it even if it's just Zavod right now.
The third needs to be done in regards to Set 4/B but also just general set design in general.