All squads and vehicles cost the same amount of tickets on spawn. Give it nuance

If you aren’t already aware, and as confirmed after harassing the local urban fauna, the value of of every squad is the same.

Spoiler

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The give you a bit of context, the ticket count of every map (except conquest) is obfuscated by 3 factors:

  • Differing ticket counts per map and mode (and even which faction is attacking)
  • Different squad spawn costs per map and mode
  • That no matter what the actual ticket count is, it will be initially displayed as “1000” on battle start, and reduction on ticket count is actually a ratio of the actual amount and that “1000” value.

Tickets are expended by the attacking team upon spawning the squad.
That means that, outside of Conquest, spawning a squad drains ticket count, not killing the squad or its members.

Conquest doesn’t follow that rule. Spawning a squad doesn’t drain ticket count, but by the capture zones, as well as individual soldier kills.

Spoiler

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To combine these facts, in Conquest, the more you kill and the less lives the squad has, the better, but in other game modes, you need a player to spawn in a squad to drain tickets, so in order to actually drain attacker tickets, you need to wipe a squad completely, and that is harder to do with larger squad sizes.

In short:

The value of your squad in all modes other than Conquest is significantly influenced by the number of soldiers in the squad, as the spawn cost for all squads are the same. This includes vehicles.

Which leads us to the problem.

Since all squads and vehicles cost the same to spawn, the merit of a squad is based solely on how much firepower you can stuff into the squad.

As you might imagine, certain squads are not particularly well suited to the meta as a result, but since the value of their squad is the same as the rest, they may be detrimental to spawn in the first place given their lacking potential.

My proposal is to lower the spawn cost of smaller non-vehicle squads to lower their impact to the team when they inevitably die.

The 7-man squads- Assaulters, Gunners and Flamethrower squads can maintain their spawn costs alongside Riflemen, who trade specialists for numbers.

I’m not going to provide specific numbers because, to reiterate, the spawn costs vary from map to map.

The rest are up for debate.

I want to focus on, in particular, the Sniper, Medic and Rider squads as targets for reduced spawn cost.

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Radio squads (and potentially engineer ones) could cost a few points less, as well.

One might argue that squads make up for the lower troop count from the other utility they bring, and that this is why they are balanced to have less members in the first place. But those advantages are situational, while the constant pressure of high-count squads (with some vehicle support so enemy tanks are busy) is probably the current “strongest meta.”

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Big if true. Thats wild.

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Thank you. I’ve often wondered about these mechanics. Especially, for example, in “Confrontation” mode, where the ticket drain doesn’t match the tactical situation. I’ve played numerous matches where my team spends the whole game “winning” - keeping the contested capture points in the middle and on the enemy side - and nonetheless loses the match (I guess via ticket drain).

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Stein is the great reformer chained to the body of a simple mortal.

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Leave Euth alone you bully. The Helpers did nothing wrong

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This is big news to me
i was always of the thought,
1000 divide by 10players, = 100 tickets each

If it what you say it is, this is rubbish, WTF

Tank same as a 5 man squad? 9 man squad?
a plane is 2 people, or 6 , tanks 3 up to ??
what a load of rubbish

Been running 5 man squads for 2y ffs, 10 deaths was 50 tickets, 20 deaths was a 100 tickets

Vehicle squads can get a disproportionate amount of score for the same spawn cost.

Generally.

You can’t really say the same for fighter plane squads with no enemy planes to shoot down (unless they have good payloads), or 2-3 man rider squads.

lmao

If only. It’s hidden by the actual ticket count (which number in the thousands), the spawn costs (varies per map. The example Euth used had spawns cost 12), and the 1k number everyone sees at the start of the match (which is just a ratio)

If I don’t use every moment Euth shows up as an opportunity to ask a question no one has asked before, we wouldn’t be aware of a bunch of things in the game.

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