You’re applying ranked CC logic to a mode that was never built to function that way. Frontline is intentionally designed with respawns, multiple objectives, and alliance-scale chaos — it’s not a 5v5 elimination match where every single decision makes or breaks the game.

Objectives do contribute directly, otherwise they wouldn’t award points or Battle High. Yes, a bad push can backfire — but that’s true of any PvP mode. The difference is that in FL, those swings are part of the design. That’s why the mode has unique PvP actions and less punishing mechanics compared to CC: to keep it from being “serious competitive.”

Highlighting worst-case examples (like people tunneling ice or misjudging node spawns) doesn’t erase the fact that casual play and objective play are valid, intended contributions. FL has always been a casual-friendly entry point into PvP, and its systems reflect that. Treating it like CC just ignores the purpose of the mode entirely.