Quote 引用元:Jettinson 投稿を閲覧
It seems to be made for games where you split smaller teams to handle flags and mid rather than going all units in 1 spot but rarely seem that and most of time ends up just feeding other teams.
The idea was that one team would hold 4+ bases throughout the match but when they added respawn invincibility, it made going for 4+ bases too risky. While respawn invincibility had little to no effect on Seal Rock and Shatter, it more or less broke the intended match flow on Secure. The 1600 Tactical Rating needed to win a match is simply too much at the moment. They need to lower it to 1400 or increase TR gain from everything. Preferably both.

Quote 引用元:Cabalabob 投稿を閲覧
If I was to rework secure. I’d focus on the “secure” part, as it is you just take a node then leave it either undefended or lightly guarded. What if the longer you held a point the more fortified it became? For example instead of Allagan nodes spawning in the middle they would start to spawn around a captured node to attack enemies, gates could spawn and become increasingly powerful if not destroyed (wood gate upgrades to iron gate etc.) you could have people go out and gather materials from the field to speed up the process and killing other players would make them drop their materials allowing you to fortify your base faster so you can move on to attacking enemy bases before they get too fortified themselves.
While that sounds interesting, I think it's too ambitious for it to be the simple balance adjustments needed.

Instead of reworking Secure with that, it would work better if it was a new map entirely.