A suggestion on rework for invasion mode

These past updates being more about messing around the cap times for attackers on invasion, its either attackers stomp the defenders so easily because of the cap times being too fast or almost impossible for attackers to win because they get spawn killed either by stragglers from the last cap area or planes so much even after capping certain points that costs them more tickets which is prevalent in Berlin and defenders aren’t get punished for that right now. This is a problem for Invasion’s design where there are situations that are really unfair for the attackers so I have thought of some suggestions to improve invasion.

  1. Add tickets for defenders too while attackers naturally get more tickets depending on the map’s difficulty where defenders would have to make a decision on some situations whether hold the cap or retreat when attackers slaughter the defenders so hard at the first or second cap that they have to retreat or they have no tickets at the later caps as experienced in Red Orchestra 2 and Rising Storm 2 where the last caps basically have no resistance because they lost all their reinforcements on an earlier cap instead of doing a tactical retreat. This would also punish kamikaze pilots on the defender team by losing tickets.

  2. Possible limitations on the use of vehicles especially planes for defenders. This will depend on the map like its really annoying to be constantly get bombed by planes as attackers the entire match even worse with the spawn killing. For tanks, either allow attackers to get more tanks or slightly reduce the amount of tanks for defenders.

  3. A time limit like 30 minutes or more depending on the map where defenders win when time expires. I don’t want to suggest lockdown from RO2/RS2 for this game though when the cap gets untouched by the attackers for too long but there has to be something that discourages camping for attackers.

  4. A reasonable cap time depending on the cap’s difficulty e.g. 3rd cap of Hermann Goering Strasse, 4th cap of Monastery, 2nd cap of Maiskiy Forest, 3rd cap of Ministry Garden, etc should have an adjusted cap time

  5. Increase cap location coverage like make caps that are really open have a larger coverage to cap or defend instead of just a small circle on some obscure location that has barely any cover like that 2nd and 3rd caps for Ministry Garden, the first three caps of Lehter Station, 1st, 3rd and 4th cap of Hermann Goering Strasse, 3rd caps of Kroll Opera House and Konigsplatz, etc. Atleast Vysokovo and Monastery in Moscow have houses to take cover into and cap unlike Berlin or some maps in Normandy like Ver-Sur-Mer.

  6. Lastly, buff ticket increase for attackers on hard caps e.g. 3rd or 4th cap of Vysokovo Village, 4th cap of Monastery, 2nd cap of Maiskiy Forestry, every map that involves the Interior Ministry or the Goebbels house and the Ministry Garden in Berlin especially on maps where attackers get spawn killed so often by the defenders even with spawn protection on. I have seen Monastery matches where the attackers get massacred after capping the 4th cap because some defenders shoot from the nearby houses and even threw grenades.

I may have thought some other ideas later but this is what I can think of right now and some of them may also apply to assault mode too.

4 Likes

Agree.
Invasion in enlisted is not fun as in RO2/RS2.

agree heavy limitations and changes can only benefit the game, I would add a predefined number live for vehicles both in conquest and invasion once lost they can no longer be spawned, no more kamikaze planes or armies of tanks around the map

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So everything is about to nerf defenders?

3 Likes

What’s the need for having cap points if both sides get limited tickets. You can simply shoot each other off. And trust me, people are going to be more than happy to do just that instead of capping points.

The invasion in every other campaign works absolutely fine. I’ve seen mostly 50/50 win rate for the either side. Berlin is very very new. Give the devs some time to figure out what’s going on. The forum mods have already said that the current balance issues won’t last for long. The way I see it, the cap time change is simply to bring some balance to the Berlin campaign, until they can find more long term solutions. Germans with all the bots had to be able to do something in the game other than be target practice.
This has happened often as Moscow was getting finalized. After tweaking weapons and such, cap times are now getting reduced bit by bit. Have patience. The game is constantly getting changes. Making changes overnight based on opinions from players who are usually very very biased is not healthy for a game that is already drawing criticism from its player base.

Why? Like, why?
What difference does number of vehicles make. Attackers can do just as much damage with their vehicles. I’ve had plenty of games today where the defending team was fully wiped from the cap point by a plane or an arty strike and I could just walk in and take the point with zero resistance. That too playing with just rifles and squads that have 5-6 soldiers at best.

Not something that I would enjoy as an attacker. Fighting to the very end only to have the game just stop abruptly sounds terrible. Especially with things like the bomb, arty and mortar spam being such a common occurrence in this game. And also all the spawn camping.

We already have this from what I’ve seen in Berlin. It’s very subtle tho.

This is something that I would like to see. But how much is given should depend on how much the defenders were able to bleed in the specific difficult point. If forestry invasion, if attackers get to like 700 at the 2nd point, it should just be the base amount. If they go to below 600, there should be some extra over the base amount.

Still, I don’t find the current Berlin cap times difficult at all. It feels faster than Moscow for sure(haven’t touched Normandy in OBT).

2 Likes

I’ve played Moscow, but now I mainly play Normandy because the weapon variety is too awesome to miss. You’re suggestions are favoring the attackers, and I understand that you’re speaking mainly from a Moscow point of view.

Capturing in Moscow is a little harder, but its the opposite in Normandy. It’s not common for attackers to win with over 600 tickets left. All it takes is one sneaky kid to run to the next point while the retreaters are still fighting. It’s pretty lame.

I’ve already made threads with similar points suggested here. In order to balance the game, their definitely should be tickets on both sides. In this case we have a two options: give each side something like 1500-2000 markers(squad mode), depending on the team size, at the start with no reinforcements, or each side gains reinforcements after a sector has been captured.

I’ve also suggested their to be multiple capture zones, like a merge of invasion/assault. This way we can eliminate the frustrating and annoying base race style gameplay. I know for sure that this style of gameplay will ruin this game. I’ve already noticed there to be fewer players or players that just constantly leave.

One thing I’ve noticed is that most games I play nowadays only have 10-12 people in them. I remember there used to be like 20 people. I don’t know if it’s because the devs want faster games or lower queue times or what, but I’d rather have larger games. If not, I’ll probably get bored and quit lol

I would also suggest adding a start timer so that there’s enough READY players on both sides before the game begins, rather than the first (or even the second) point getting steamrolled before even half of the defenders join the game, let alone render the map or spawn.
The opposite event would be not enough attackers spawning in so the defenders assume positions they otherwise would be unable to.

2 Likes

If they add tickets or some other ‘penalty system’ for defenders situations like this can be balanced easily. In berlin there was lot of ‘solo’ capping cause that was typically best(only) way to cap. Attackers are typically camped in their spawn. But now it takes somethimg like minute to cap those points solo so defenders just can spawn plane or rush in while throwing grenades endlessly. Also if there is defenders in cap zone it might take almost 5mins to cap some point while constantly fighting but after that attackers have lost so many tickets that winning will be impossible.

I think another solution is to make it so that if only 1 guys is in the cap zone, the cap meter moves slow. More soldiers=faster cap meter

Used to main Moscow but I main Berlin since the campaign opened up with the more iconic weapons and vehicles there. I agree with Ratardo on having the defenders tickets and yes can be balanced easily.

There’s just no punishment for defenders staying even after the point capped where they can just throw more squads to the next cap plus the ability to spawn kill the attackers because they have infinite reinforcements unlike the attackers.

This was in RO2/RS2 and if you have a large squad on the cap, it should’ve cap a bit faster, even more faster if your teammates are there too. I noticed this problem in Moltke Bridge like why its still slow to cap even when half of the team with lots of soldiers were in the point while the defenders were killed at the back.

This is a problem especially on the caps that I mentioned with the small circle cap points making it easy to just spam grenades, bombs or tank HE making it a bottleneck plus explosives can easily destroy all the available cover there making the cap fully open is just terrible for attackers especially when defenders have a building or a high ground to defend the cap from a distance.

Not even closely sound like moltke bridge :roll_eyes: When i played it first time as soviets, holy fuk i was surprised that it was even possible to cap it, thanks to fast cap time. And that was match right after playing axis as same bridge and winning match at first stage

But there is also more caps like this

Let the defenders spawn first and set defencive actions then. A min or so befor the atackers can spawn and move into the batlefield.