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Please Improve Fp - With Minimal Effort!


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#1 Extra Guac

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Posted 13 December 2025 - 10:24 PM

I don't have access to the win/loss statistics, but I would be willing to bet that the defense side wins significantly more often than the attacking side. This obviously warrants some changes to FP, because proper game design demands that the w/l should be approximately equal for both sides.

And yes, I understand that PGI can't assign a team of full-time programmers to improving FP. But they could at least do SOMETHING.

One very easy option (not necessarily the best option, but very easy): lengthen the timer when the game is in siege mode. The defenders automatically win the game when time runs out, so extending the length of the match can only help the attacking side.

Another option: remove some of the turrets. This isn't rocket science, and it shouldn't take a lot of resources to implement this change.

That's it.

I think those changes would incrementally make FP siege mode more balanced. If that doesn't do it, then we could brainstorm further, but I think it makes sense to start with the easiest & simplest improvements first.

#2 R0gal D0rn

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Posted 14 December 2025 - 01:20 PM

It would be enough if, on defense maps, who attacks and who defends were randomized in each phase of the conflict.
That would prevent people from knowing beforehand whether they'll have the defense of a base or the handicap of having to attack it.

But I think this has already been requested numerous times without receiving a concrete response from the developers. Some unknown difficulty must be holding back a measure that, in principle, seems easy to implement...

FP needs more care than annual events, I'm afraid. It's potentially the most fun, tactical, and rewarding way to play, but somehow it has become a wasteland that some veterans, on top of everything else, insist on depopulating as soon as it receives new players. Fortunately, not everyone is like that. Many have already realized that beating seals leaves you with no seals to beat sooner or later.

Edited by R0gal D0rn, 14 December 2025 - 01:20 PM.


#3 Tarl Cabot

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Posted 14 December 2025 - 04:45 PM

I think what you want is a counter attack mode when in Siege. A counter attack would leave the gates open and turrets destroyed. Of the maps, the one that is the toughest to open the gates is Boreal Vault, one of the original siege maps. The issue with this map against a semi-competent enemy is getting the gates opened.

Logically opening up the gates SHOULD be difficult by destroy with difficult LOS to the generators, and that would have been fine if PGI had made it possible to actually destroy the gates while also allowing the defenders to "open/close" the gates. The enemy could then either push out, or leave the gates opened then close the gates to to potentially split the attackers. That method could be tricky in itself, since I would setup the controller with a timer before the next action could be taken, LOS to the gates.

Remember, not all drops are Siege. Sadly, it is long past the time of getting any serious updates., only minor things could potentially be changed. You mentioned extended the length of the drops but that would not be necessary 99% of the time, provided the attacker was more aggressive, as a team, and not scared of chipped paint or damaged armor.

And yes, I have been in some drops recently where if we had another 10-15 minutes the Orbital cannon would have been taken down, but that extra time would not be needed if the attackers (especially the large unit) was more aggressive sooner than later as a team early on. Instead, time was used to whittle down the defenders at range, while those not setup for any range would push in, usually solo and get killed.

#4 Trinkets Friend

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Posted 18 December 2025 - 09:06 PM

Definitely the design of the siege maps was made by people who may have partaken too much of the wacky tabaccy.

Sulfurous Rift is the worst map, it's impossible to push through the three chokepoints, and they are all down long narrow canyons, so you can't retreat out of them and attack on another vector. Plus the attacker's spawn points are so far away that respawns spend so long walking that they cannot continue a push. Plus with all the buildings in the defender's base, there's too many defensive positions.

I would bet 95% of attacks on that map fail. Which means that you'll only join the defender. Then when your team is winning the conflict, you just stop playing and turning up to matches, to time it out.





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