FANDOM


Incomplete


BF4 Engineer Icon
This article is a stub as it is considered incomplete. Why not help out?
For the Codex Entry, see Frontlines (Codex Entry)


Frontlines Tutorial Video - Battlefield 1 They Shall Not Pass01:21

Frontlines Tutorial Video - Battlefield 1 They Shall Not Pass

Frontlines is a 32-player gamemode featured in Battlefield 1, introduced in the Battlefield 1: They Shall Not Pass expansion. It combines Conquest and Rush gameplay in a single map. Each team has a base with two telegraphs. A line of flags joins the two bases.

Flag CaptureEdit

In the opening stage, teams fight for control over one flag at a time. The capture zones for the flags are considerably larger. Capture rate is decreased, while neutralize rate is increased. Once captured, another flag becomes available for capture after a 30-second delay. The entire flag area is open at all times, allowing for wide flanks, vanguard attacks on prospective flags, or booby-trapping of rear flags, but at risk of leaving the currently-contested flag open for easy capture.

Base DefenseEdit

If a team's rear flag is captured, then players proceed to play a Rush subsection where telegraphs must be attacked or defended at the team's base.[1] As in normal Rush, the telegraphs can be used to call artillery strikes against spotted enemies, even during the flag capture stage. The attacking team is given 40 tickets to take down the enemy wireless posts.

Victory is earned upon successful destruction of the telegraphs. Should the attacking team fail to destroy the telegraphs with the tickets allotted, the defenders push back into the flag zone and Conquest-style play continues until either base flag is taken to resume the Rush-style play.

The mode requires considerable use of all classes working together. Once the telegraphs become available for destruction, it is imperative that the attacking team arms them as soon as possible in order to avoid allowing the enemy team to establish a foothold and repel the attack. Originally, this meant that matches could last hours due to the lack of a time limit, which reinforced the need to destroy the telegraphs as soon as possible.

Matches, due to the time limit, can end in a draw if both teams still have their telegraphs standing. However, if one team already has one destroyed while the other's are both still untouched, then the latter team will win the match once the time runs out. If each team has one telegraph left standing, the match will still end in a draw.

MapsEdit

Frontlines was exclusive to the They Shall Not Pass expansion. By the June Patch, Frontlines for Amiens and Argonne Forest were released publicly. Testing is currently underway for two additional base maps.

They Shall Not PassEdit

Base GameEdit

Community Test EnvironmentEdit

TriviaEdit

  • During a by-invitation event, Frontlines was demonstrated for guests with a 30-minute time limit.
  • The gamemode's tutorial video states that the game ends once both enemy telegraphs are destroyed or time runs out. When the DLC first released, the gamemode featured no time limit, meaning that games could last for as long as possible until one team's two telegraphs were destroyed. However, as of the Spring Update in April 2017, the game mode now has a 40-minute time limit.
  • According to DICE LA producer David Sirland, the lack of a time limit for the game mode caused server issues such as not being able to sync the destroyed terrain and buildings for all players if the match goes on for too long.[2]

ReferencesEdit

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.