this thread servers the purpose of feedback for all public tests of the new CnC rework. The gamemode has been reworked in an attempt to make it better for public gameplay. I have offered servers to test it in events. If those events prove successful we might get this rework to replace the current one in the game.
ITS NOT IN THE BASE GAME RIGHT NOW
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Description
In CNCv2, capturable CPs are no longer featured. Instead, FOBs serve as the primary objectives for both attack and defense. Each team can construct up to three FOBs, which are revealed to the enemy in a manner similar to caches in Insurgency. To compensate for this, teams are allowed to place twice the usual number of emplacements on a single FOB.
Active FOBs cause the enemy team to lose tickets over time. The ticket bleed inflicted by a FOB depends on its proximity to the designated area of interest (marked on the map), with the maximum effect achieved when the FOB is placed inside this area. Additionally, maintaining a greater number of FOBs than the enemy reduces the ticket bleed your team suffers.
However, losing a FOB results in an immediate ticket penalty. Teams must carefully balance their strategies: too few FOBs increase ticket bleed, while too many FOBs spread defensive resources thin, making them harder to protect. This gamemode challenges teams to find the right balance between offensive and defensive tactics to achieve victory.
To ensure a fair start, the gamemode features a 10-minute grace period at the beginning of each match. During this time, no ticket bleed occurs, and FOB locations remain hidden.

Frequently Asked Questions
Why is the gamemode remade?
The current CNC gamemode is not being played publicly. There are multiple problems with it which can be seen as a reason, the primary ones are not enough spawn points and no clear indication of what you need to do. It also does not work well in events because it usually ends up with both teams defending their single point since attacking is a lot harder due to the reasons just explained.
What are the primary changes from the old gamemode?
You can now build multiple FOBs and you always bleed if the enemy has atleast a single FOB up (yes, both teams can bleed at the same time).
So the team with more FOBs is bleeding less?
Usually, yes. However, there are scenarios where even if you have more FOBs than the enemy you are still bleeding more than them. This requires you to place all your FOBs in the corners of the map while your opponent places them inside the area of interest.
Does placing a FOB always increase the bleed on the enemy?
No. If you want to precisely know how the bleeding works, please read the exact description below or go to the end of this post for the exact bleed modifier.
Why is the bleeding mechanic so complicated?
There are multiple reasons why this is:
- Keep games within a certain minimum and maximum time period
- Balance attacking and defending
- Make the gamemode work in settings of both pub and event gameplay
How to maximize winning chances?
All you really need to know to win is this:
- Do not place your FOBs in corners
- Have more FOBs up than the enemy or destroy their FOBs quickly (= within 15min) after they get revealed
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This is the old (and precise) description:
Here is how the rework works:
- Build a FOB
- After the FOB has been enabled (= spawnable) once, a reveal timer (=2min) is started
- When the timer runs out, Attack and Defend markers are added to the FOBs
- If the game has not reached 10 minutes yet, the markers are delayed until then
- Attack marker is inaccurate for the attackers, up to 3 keypads off on each axis
- The FOB makes the enemies bleed while it is enabled (= spawnable)
- A FOB that was spawnable once and is removed entirely results in a ticket penalty of 30 tickets
- Demolishing a fob does not yield a ticket penalty if it does not disappear entirely
- Removing a FOB before it was spawnable (eg. to place it better) does not yield a ticket penalty
- The closer the FOB is to the center of the map, the stronger the ticket bleed
- If its within area of interest (marked by markers) the bleed modifier is maximized [see image]
- Fobs outside this area have their bleed modifier scale down linearly depending on distance
- Bleed modifier is actually smaller than 1 if its outside of the radius map-size/2 (only possible in the corners of the map) [see outer circle in image below]
- You can build multiple FOBs per team. If team A has 3 fobs and team B has 2 fobs, then the bleed of the one with the lesser fobs (= team B) is multiplied by the fraction of the numbers (= 2/3), i.e. the team with more FOBs has the bleed inflicted on them reduced.
- More fobs does not necessarily mean increased bleed modifier. Your bleed modifier is the average of all fobs, and then the above mentioned fraction is applied to that.
Thats it! Let me know what you think and please also relay whether or not you have been part of such a public test. Thank you!
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People have been asking me for the exact bleed modifier. Keep the bold text in mind.
base-bleed * average-bleed-modifier * min(1.0, your-fobs / their-fobs)
this is how much you inflict on the enemy. base bleed is 0.05 tickets per second. max modifier is 1.5
EDIT:
Since i keep getting asked, here even more details. But let me say this: Stop trying to cheese this. These values were chosen to result in roughly ~1h games. They werent chosen for any cheesing of maxing. As long as you have more fobs up than the enemy and your fobs arent too far away from the center you are winning.
average-bleed-modifier = the average bleed modifier of all your fobs
inside middle a fob has 1.5
up to 2nd circle a fob has 1.0
outside 2nd circle its less than 1.0
so this value is maximum 1.5
min(1.0, your-fobs / their-fobs) this part is dependent on fob amount
base-bleed this is 0.05 per second
the entire formula is how much you inflict on the enemy
if you have 0 fobs they dont bleed
EXAMPLE:
you have 3 fobs in the center (they all have max bleed modifier 1.5)
the enemy has 2 fobs around the outer circle, 1 with modifier 1.2, the other with 0.8.
The bleed you inflict on the enemy per second:The bleed they inflict on you:Code: Select all
base-bleed * average-bleed-modifier * min(1.0, your-fobs / their-fobs) = 0.05 * (1.5+1.5+1.5)/3 * min(1.0, 3/2) = 0.05 * 1.5 * 1.0 = 0.075 tickets per second = 45 tickets per 10minCode: Select all
base-bleed * average-bleed-modifier * min(1.0, your-fobs / their-fobs) = 0.05 * (0.8+1.2)/2 * min(1.0, 2/3) = 0.05 * 1.0 * 2/3 = 0.0333~ tickets per second = 20 tickets per 10min


