Tweaking the ticket count and server guidance

Another week of BF2042 Conquest. More games and more feedback. The more we are getting experience the more we get ideas how to improve. It’s still early stages and we don’t want to change the rules too much before we have a proper vote.

The rules are reaching the point where they could be put to a real test. We will soon announce a test cup. All the attending team get a vote in future council. The council members are casting their votes for the final rules.

Minor ticket tweak

Las week we lowered the ticket count 560 to 300. It was a major improvement on the gameplay and it changed the game phase substantially. Full 6 rounds of conquest was concluded in about an hour. While it was an improvement it also made one round a bit too short. One slip up in the start spawn and the whole round was done. 300 tickets was perhaps just a little too few. We have decided to tweak the ticket count to 350 to make rounds less brutal.

Targeting 350 tickets

With the new ticket count of 350 it give a team a change to come back even if there is a brief moment of full cap in early stages if the round. The new theoretical round times are

Flags controlled 1 2 3 4
Time to deplete all tickets 0:28:20 0:12:55 0:07:13 0:03:58

To be hones, the ticket count in Portal is not exact number of ticket. One can adjust the ticket count, but not in number of tickets but rather a percentage of original ticket count. By setting the ticket count to 50% it will be on standard map with 700 ticket 350. But for example Noshahr Canals have more ticket to start with so there will be more than 350 tickets in adjusted server.

How the ticket bleed works in BF2042

Ticket bleed means the automatic reduction of the tickets from the team controlling less flags. In every Battlefield the ticket bleed works a bit differently. In Battlefield 2042 the ticket bleed is not happening at all if both team control the same amount of tickets. When a team gains a flag majority the opposing team start to loose tickets every 5 seconds. The number of lost tickets depends on the number of flags the team with flag majority controls.

Example
The total number of flags on the Caspian Border is 5. In the BCL comp setting, 2 of those are “home sector flags” that are capped in the beginning of the round. When the round starts and both teams have captured their home sector they both control 1 flag and there is no ticket bleed. Once one team captures a second flag and the opposing team still have only 1 flag the team with 2 flags will start bleeding 2 tickets every 5 seconds from their opponent. Once the captures are balanced – both teams controls 2 flags the bleed stops.

The final flag, the 5th flag mastery will determine who starts bleeding. Once a team captures the 5th flag making the capture total to 3, their opponent starts to bleed 3 tickets every 5 seconds. If they manage to get a “full cap” capping all 3 open flags + their home flag the bleed would be 4 tickets every 5 seconds.

In addition to the bleed every kill reduces the opponents tickets by 1 capping capping a flag from the enemy instantly removes 10 tickets from the opponent!

Server settings guide

There has been some questions regarding the server setup and arranging teams on the server. To simplify the process and make the game start more fluent we have made a short introductory video about the server start process. Most of you probably already know the drill, but there are always newcomers who would need some guidance.

Test League

We are planning to have a test league soon™  We have not decided the specifics yet, but we are targeting a short league for teams to get familiar with the game mode and get more experience on the rules. We will announce shortly how it will be concluded.

 

Adjusting the Conquest Experience

Thank you community for actively testing the T8 Conquest setup. We have received lots of valuable feedback and teams really seem to like the Conquest setup!

We are trying to keep the rule changes at minimum to keep the experience consistent to all teams. We are gathering all the feedback and concerns for a community vote taking place later on. After the vote there will be the 1.0 version of the rules and we can start our first BCL leagues in BF 2042.

Changes for the T8 Conquest setup

After some testing and feedback from the teams we need to change some aspects of the rules to make the gameplay more fluent. The rules has been updated accordingly.

Tickets

As we are experimenting with the Portal we are learning how to take control of different factors in the game. Key factor in round time is the number of tickets. Several teams have indicated that the Flag capping is quite slow and the ticket count is too high – rounds are taking too long. Flag capture is something we can’t control, but the ticket count is adjustable.

Optimal setup would be if a full match of 6 rounds would be done in about an hour. We are far from that at the moment and it looks like one round takes about 20 – 25 minutes and adding to that some hassle with the teams joining or server crashing (yes that surprisingly happens too ;)) a full match can take several hours.

In the initial setup the ticket count was 560. We would need to half the time spent on one round that means that about half of the tickets would be sufficient. We are changing the ticket count to 300 for time being. I believe it makes the rounds more fast paced and those full caps so much more pailful. With this change we are aiming to reach around 10-15 minute rounds, what would be quite optimal!

WE have estimated the time to deplete all 300 tickets with different number of flags in your teams advantage (the number of flags your team has more than your opponent). 4 flag advantage would mean your opponent did’t capture even their home sector – it would be fast-track to looser town.

Flag Advantage 1 2 3 4
Time to deplete all tickets 0:24:10 0:10:50 0:05:50 0:02:55

These are just theoretical estimates and in real games these times will be something completely different, but in theory the round times are more tolerable. Of course even round can still take considerable amount of time.

Specialists

Specialists are at the same time valuable assets and headache for competitive gameplay. We have received several suggestions of how the specialist count limitations could/should be. There is no one right answer and the specialist count will be a topic in the community vote.

Many of the specialists have in addition to their gadget an ability that is always on – like the Casper’s near by enemy indicator. This tends to push players to pick a specialist with special abilities.

To avoid any one specialist type dominating the battlefield we would like to test a setup with some further limitations. Previously the rules were limiting only the specialist with a special gadget.

At the moment there are 10 specialists available. 2 of them were banned in BCL rules for their armour capabilities (Angel & Irish). It leaves 8 specialists available – that happens to be exactly the same number we have playing for a team. To even up the battlefield and simplify the rules we are testing limiting to 1 of each specialist. This means that the team is always presenting all the specialists available.

The Portal cannot limit the total number of any specialist in the team, but it can limit the number per squad and that will be limited to 1, but still it is team’s responsibility to see that no specialist is used by more than one team member.

Weapons

There is a meta already in the game. Some players has asked for banning some weapons, but at this point we are not banning any additional weapons. The weapon banning is going to be a topic in the rules vote later on. At the moment the weapons under investigation are:

  • AC42
  • MP9
  • K30
  • PKP-PB

Maps

We understand the maps are not optimal for competitive gameplay. Especially the original BF 2042 map Renewal is quite a challenge. All three maps in the current map pool are more or less unbalanced, that’s the reason it’s important to play the maps from both sides. We can always hope there would be a smaller game mode like Domination in the Portal in the future….

With the current state of the game this is the best we can achieve.  The current map pool is decided after studying the available maps and considering where we could have the most balanced experience based on a few factors

  • Clearly separated areas for home sector
  • Three flags for fighting relatively near to each other
  • Distance from the home sector to the open flags should be tolerable

If you have an idea for a great map to be added to the pool please voice out and we’ll take a look.

Starting the match

We have tested different ways to arrange teams into server. It looks like the server is always filling new players to the side with less players in it. If both sides has the same number of payers next player (or party) will go the the opposite side of the last player joined. With this in mind we have some idea how the server starting is most effective.

At the moment the best practice to arrange both teams to right sides on the server:

  1. Both teams creates two parties of four into the game.
  2. The leader of a party in the team responsible creating the server creates the server with the code aan4g2, at that point the whole party is set to US side of the server. Please create an unique name i.e “BCL T8 [Your team tag] vs. [opposing team tag]”
  3. The team who created the server informs their opponent that they can join with one party of four. The opponent party will go to RU side
  4. The team who created the server can join with the other party of four ending up in the US side – the whole team is on the server
  5. The team who created the server inform their opponent that the second party of four can join and they will fill the RU side.

This is the most effective way to fill the server.

Some important pointers:

  • The team creating the server is always on US side and to make it possible to play maps from both sides both teams need to be responsible of creating the server once. Create the server, play all three maps and ask your opponent to create a new server where your team will join to play the RU side of all three maps.
  • When searching the server your opponent has created
    • Ask for the exact name to search for
    • Make sure all team members has the Cross Play on
    • Remember to set the “Password ON” in the search
  • When you find the server check the “Hosted By:” field under the server name. There is a bug in the search where the search sometimes shows wrong server with the searched name – make sure the “Hosted by:” is the player in opponents team who created the server” or you will end up in a wrong game!

 

BF2042 Conquest Rules Beta

Community, it’s time to play the mother of all Battlefield game modes – Conquest – competitively again!

I have drafted the first version of the BCL BF2042 Conquest Rules. The rules are still in Beta phase and under construction – so there will most certainly be some changes before the rules reach their final form. Feedback and ideas are warmly welcome. Join the conversion on BCL Discord channel #bf2042-conquest-rules

Team Size Matters

The process of creating competitive rules on BF2042 that is not designed for competitive gaming is challenging. Competitive gaming is often played with small teams on a small arena, what it practically the opposite of the default large scale design in BF2042. Huge maps creates many challenges on small scale comp playing.

BF2042 is better in large scale gaming and it would probably be easier to create a game mode with 12 or 15 players per team. But we wanted to take up the challenge and come up with a low player count inf only game mode. Initial thought was 6v6  – but after testing that in action it turned out that maps are far too big for 12 players and there was too little action and fight on flags. The current setup is for 8v8 and that would also need some additional testing.

Little Trouble on Big Maps

BF2042 has been proud of it’s large scale battles and the huge maps with 128 players. Luckily the Portal provides also smaller versions of the big maps, the Conquest Small maps designed for 64 player fights.

Playing the map with smaller player count than it was designed for is challenging. Players are scattered around the big map and fighting for an objective is a rarity. Most of the match is just running from flag to flag without any proper gunfight.

After carefully studying the available Conquest Small maps we noticed there are a few maps where it would be possible to limit the active play area by dedicating a sector for both teams as “home sector” what the opposing team is not allowed to cap. By capturing the home sector team establishes a new base to spawn into closer to the active playing area. It also limits the number of active flags concentrating the fighting with small teams into smaller area.

Unfortunately not all maps are suitable for this kind if area limitation. In the firs phase we have only 3 maps available. None of the maps are perfect and they certainly are not balanced evenly for both sides, therefore all maps should be played from bot sides to give both teams same benefits and disadvantages they have. So each of the maps should be played twice – both teams playing the US and RU sides.

One of the caveats of the Portal is that it doesn’t switch sides. The team creating the server is always playing the US side. To make it possible to play from both sides, both teams need to create the server. Firs team 1 creates the server and teams play all three maps. Then the team 2 creates the server and the same maps are played from different sides.

Scoring

To make it fair as possible for the teams the scoring is based on “point per map”. The tickets both teams gain on playing the map from both sides are summed up and the team with more tickets on a map wins the map and scores a point for that map. The team with more points after six rounds (3 maps played twice) is the winner of the match.

If both teams win one map and the third map is a draw the total ticket count of all three maps decides the winner of the game.

[ultimate-faqs include_category=’bf2042-8v8-conquest-rules’ ]

BF2042 Competitive Conquest

Conquest game mode is Battlefield at its best. We want to bring this classic game mode back to the competitive community. It’s not as straightforward as one might think! We need to tweak some things and adjust additional rules to create a fluent gaming experience for smaller competitive matches.

Portal

Portal as a concept is excellent addition to the franchise. It gives great new tools for event organisers to create competitive game modes. Disabling assets from the server side creates excellent base for competitive gaming.

Unfortunately there are still several things Portal is lacking. Largest caveats from competitive point of view are

  • Lack of proper admin features when a server is up
    • Can’t move players
    • Can’t switch sides
  • No Spectatror mode (for live casting)
  • On the Map rotation RU & US sides are fixedon server is fixed – Teams are always playing the same side of the map – unless the opposing team starts the server
  • Can’t limit the specialist count per side
  • Joining a server as a larger team is tricky (a squad of 4 can join)

Maps

The maps of BF2042 are huge. In portal you can use Conquest Small maps, but they are still big as they are designed for 64 players and the distances between the capture points are quite remarkable.

To keep the action going with lower player counts we would need to limit the number of flags the teams are fighting for. On some maps it would be possible to set a “home sector” for both teams. The home sector would be a dedicated sector for a team to capture in the beginning of the round.

For example, in Caspian Border the US team’s home sector could be the A sector (with only one flag A1). The opposing team is not allowed to capture this home sector that is acting as the base for the US team.

This way the fight would be concentrated in relatively small area around the three open flags.

 

Specialists

Walking away from the good old classes is a huge change from any previous Battlefield game. While many of the new specialists are fun and innovative it’s difficult to position them into the competitive scene.

Playing the game – even competitively – should still be fun, so I wouldn’t completely ban the specialists and their abilities. But there needs to be some limitations to balance the competitive battlefield.

Things like The Falck’s syringe pistol is not a problem, unless there would be a team  full of them.

There are also some specialists that just wouldn’t fit to the comp play – like the specialist Paik with the EMG-X scanner – what is practically a wall hack. Boris’s turret gun is also quite controversial with automatic spotting. I would put Sundance and her Wingsuit in “gray area” since it gives extremely big movement edge. Same goes for Macay’s Grappling Hook.

I would still like to see some of these fun Specialists and their gadgets in the competitive scene, but we would need to limit the number of powerful specialists and their capabilities.

Testing the setup

We have the first draft of BF2042 Conquest Rules and we are testing how it works. If we get positive results from our initial test we might have a test cup in January 2022. We will publish the draft setup and rules to the community once we have tested if it is viable to play conquest with current state of the game.

THE BETA | Feedback from the competitive community!

“I’m glad they’re nerfing the movement because it was literally Apex Legends.”

Now that the dust has settled on the Beta, the full Battlefield 2042 game is set to release on the 19th of November after previously being delayed by EA and DICE. Players were given a chance to test out the new game for several days and the results were…mixed.

We were left wondering, what do competitive players and members of the Battlefield community think about it? We asked high profile players such as MaxiqYT, Jordy1-1 and Catalyst_HD, as well as head of Battlefield Nations (BFN) Maple and others, for their thoughts – and here’s their feedback.


MaxiqYT – “I 100% see the potential in the game, watching back I can see the BF3/4 vibes. Gunplay was extremely satisfying and brought some skill to the game in combination with the movement, although the movement could feel a little clunky at times. Vehicle gameplay was a fun experience but looked a little basic and I am not sure if it will be balanced. I am not 100% sure if they should add the AI in the game, I can see their idea behind it but some servers were packed with AI which takes away the satisfaction and the point of playing a ”multiplayer” game. Performance, both for console and PC, could be improved massively. Hitreg wasn’t the greatest because of this. Game needs some polishing but that is what the beta is for I guess.”

Jordy1-1 – “Gunplay is excellent and solid, although more recoil could be added to make guns feel different. All the weapons feel the same and don’t have that much “personality” to them. Hitreg is extremely inconsistent and controller settings were garbage, although I’d expect this to be different in the main game. Movement is good and adds another element to learn and master for both competitive and public games. Action on flags are enjoyable and a lot better compared to BFV, though downtime between flags is way too long. Vehicles are fun to use, but this depends on whether you are an infantry main or a vehicle main. On screen UI is good but scoreboard features and the ability to easily pick and choose what squad you want to join are both missing. AI Bots are literally terrible and make the game not as satisfying when being on long streaks.”

Catalyst_HD – “Well, it was definitely a beta. On PC we had some mouse input issues where we basically were given aim acceleration because it was emulating a controller. Directional footstep audio was broken. Hit registration was clearly not working correctly. Optimization was poor across the board for all types of hardware. The ‘128 players’ gimmick does not work, too many players resulting in weird map flow, zerg rush rotations and massive unpredictable gunfights. I never had so many deaths that felt out of my control. It was made for casual players to come home after their 9-5 and mindlessly run around and shoot things and our mechanical skill as elite players just gets overwhelmed by the sheer amount of RNG that you have to account for with the player size – which is fine, Battlefield is a casual game, it’s just not something I enjoyed. You could make the same game, specialists and all, make it 64 players, and have a better flowing game without a lot of the technical issues of hosting 128 players. Movement was great and the gunplay felt good. I think Portal and small game modes are going to be really good, because you have the good movement and gunplay with better performing servers and optimization. I think the latter is where a lot of people are going to find their fun in 2042.”

BFN Maple – “From a competitive aspect, grappling seems OP but it’s really good for pushing/ptfo.”

Ash_BF – “The game has potential but the beta experience was poor on the whole. Too many bots. Gunplay was laggy but showed promise with better servers. Glad they are nerfing the movement because it was literally Apex Legends. Got bored very quickly of that one map even though it was huge. I literally went to the B building and the two D flags. Would like to play some game modes other than conquest, rush or other pushing game modes would be better to play where the whole lobby actually has to be somewhere rather than lying in random hills.”

CustormzYT – “It gave me a glimpse of hope for the next instalment of the franchise. Certain aspects were unpolished (as expected from a beta) but generally the game felt like an improvement from BFV. I knew instantly as soon as I spawned into the map that this game was better.”

Wheate90 – “Was it terrible? No. It was unpolished but no worse than BF4 at launch. I absolutely hate the specialists and the direction the game is taking but the movement is good and the gun play will also be good.”

Balllista_TTV – “The movement and gunplay was good in the beta but I felt the map let it down. Aim assist was really strange, I didn’t notice any slowdown but I noticed I had autorotation and snap aim assist.”

NotPaaz – “The movement was so fun, I could slide and jump around and do aim flicks…recoil looks easy and I like that but lag and frame drops were a very bad issue on PS4.”

Knickkopf_ – “Beta was cool and fresh when you’ve played BFV for over 2 years but there is a lot to do and when you think that [DICE] delayed the release, you should be worried.”

ALPHA_______Evo – “It’s good but the vehicles were super strong. Gun play and movement was excellent  but it was overshadowed by how large and s**t the map was.”

tribE_Aimerazor – “Aiming acceleration gun play was bad, didn’t really feel like a BF. I hope for smaller modes. I didn’t enjoy the big map and conquest.”

B4ws_L4urens – “The beta was underwhelming, a lot of inconsistencies that just didn’t feel good.”

Cola – “I really like the gun play (recoil should be a bit more) and the movement but I don’t like this special stuff like the robot dog and the new operator, it’s like Apex [Legends]. I hope for more small maps, like in the Beta they’re too big even for T64.”


The sheer range of feedback is clear – from gameplay mechanics to performance, some felt ‘let down’ by the Beta whilst others felt encouraged by what they saw and are looking forward to the game’s development further down the road.

What do you think?

Let us know on our social medias!

https://www.twitter.com/BCL2042

https://www.facebook.com/BattlefieldCommunityLeague2042

https://www.twitch.tv/bcl2042

https://www.instagram.com/bcl2042

https://www.youtube.com/c/UC922_9m4kNkR2kIq3GU

Thank you for reading.

PS4 EU T5 Season 1 Knockouts Starts

We have the teams, we have the rosters, we are good to go!

Like I anticipated some of the teams did not provide a roster due the 22nd May deadline or just informed me they are not playing the game anymore. Therefore the brackets for the knockout are a bit peculiar.

Now I want to point out that the BCL system does the match ups, I don’t have any manual control on making them. It just happened that way that LAW is directly in the Final. The other Finalist will have to fight their way into final.

I followed the assumed flow but unfortunately the dropout teams were all the ones supposed to play against LaW! So congratulations LaW for the spot in the T5 Final.

The target is to play the knockouts on the 30th May 2020 and follow that up next weekend 6th June with the Semifinal match and LaW will face their Final opponent on 13th June.

Season 2 SCQ Rules are out

The second BFV Squad Conquest season in BCL is about to start and we have concluded new rules for the new season.

I would like to thank the scq-council for helping us to make good and equal rules for our upcoming season.

You can access the rules via permalink: http://battlefieldcommunityleague.com/news/rules/bfv/scq-season-2-rules/

There were couple of tricky things causing some discussion. The last things to solve where those difficult to proof 3x Scopes and “Rapid-fire Thompson” = M1928A1 with the Light Bolt Specialisation. We ended up banning the Thompson gun entirely and trying how it will go with the 3x banning. If during the preseason or after the group phase we feel like this – or any other – decision needs revisiting we just might do that.

Please read the rules thoroughly and adopt the way BCL is supposed to be played.  You are free to give feedback to the rules and we might change the rules before the leagues or between the phases (group/knockout/finals) if we see fit. We will announce all the rule changes in the #announcements channel on BCL Discord and on this news site.

Thank you all who participated on this journey and have some great matches in BCL!

Whats coming to Battlefield V in 2019

The Battlefield V is by no means a perfect game – far from it. It’s not particularly old game, but there has been so much hassle around it, that it really feels like we have had BFV for ages!

It’s still difficult to understand what happened on the release of the Battlefield V. After the game was out Dice withdrew themselves totally into their shell and it felt like they didn’t listen at all what we – the players – really wanted from the game. They just blindly pushed what they felt was right and ignored everything else. Now half a year later Dice finally brings in lot’s of the missing content – the content players would have liked to see in the game ages ago.

On march 2019 Dice made a strong commitment by publishing the roadmap for the rest of the year. It was great news, but one issue Dice has had for a long time is the communications strategy. There has been couple of versions of the roadmap and more detailed information is scattered around different media and to be honest, its sometimes impossible to follow, what is really happening!

We at BCL want to help. Here is a recap of the 2019 roadmap and some background info of the different steps.

SCQ Ladder Kick Off

Our very first Ladder went just live! T8 Squad Conquest in Battlefield V is now live on BLC site. Same time our council worked hard to fine tune the rules for the game mode and the rules are now also live at https://battlefieldcommunityleague.com/news/rules/bfv/t8-scq

The ladder is a new competitive mode for BCL where teams challenge each other to improve their position in the ladder. This is a new mode and I’m sure there are some hiccups in the beginning in the ladder it self and our system supporting it. Please be patient, it will improve over time.

Teams have started to challenge each other already. Please read all the rules carefully and make note of the ladder specific rules regarding the challenges and accepting the challenge. The idea is to provide active opponents to all participating teams, but at the same time we want to have flexibility on arranging the games to give all teams a fair chance to play at appropriate time.

Let the fighting begin. Happy Hunting! 

Squad Conquest Ladder Starts on 3rd May

The new version, so called BCL 2.0, is live! It’s not changing everything, but there are some new nice features.

What’s new

We have replaced the “Challenge Matches” with new Ladder system. The idea of a ladder is to be an ongoing pursuit for better position on the ladder. In the ladder you should be able to find other active teams on your platform and always find teams to fight with.

The ladder will act as the qualifier to leagues and we will use the ladder position to determine the league divisions. So be sure to attend to the ladders to secure your participation right to the leagues.

SCQ Squad ConQuest Ladder is open

Long awaited Squad Conquest game mode is back in BFV. We have opened EU ladders for all three platforms: PS4, XB1 and PC. You can join the leagues on the BCL website

Join the ladder and make sure you get your representative to the SCQ Council. You can always come and talk more in the BCL Discord.

Even thou there are no rental servers in BFV the 8v8 SCQ game mode can be played with teams by “Conquering” the server. Teams just join the same server and try to clear the server from randoms. Usually most of the blueberries leave the server after a few rounds but sometimes you might need to send a polite message asking them to leave to make room for your clan match. Please be polite or they will stay just to irritate you back 😉

Schedule

The Schedule is as follows:

  • 1st – 2nd May – voting for the BCL Rules for T8 SCQ, rules will be voted by the representatives of teams participating the ladder
  • 3rd Ladder starts
  • 31st May League Starts – based on the ladder teams

How it works

The idea of the ladder is to provide continuous feed of opponents on the same level to teams. It also serves as a qualification to the leagues. Ladder position shows us the active clans and their skill level in the community. Attending to a league requires a position in the ladder. The position may determine the league division too – if there are divisions in the league.

Each team in the ladder must play one ladder match on regular intervals. Tema play by challenging other teams in the ladder. A team can challenge anyone +/-5 positions in the ladder. The winning team will gain positions in the ladder and the loosing team will loose position. Simple and easy.