[BALANCE] What is the Attacker/Defender % Win ratio?

d-day you really need a team thats willing to push the obj every spawn in. also placing good rallies. if notice them just sniping and or trying fight over MG places just leave. youre gonna lose not worth the effort. german side its not really easy. considering again every noob is fighting over an MG or sniping. or playing bluedrake simulator just building random stuff every where. but i think d-day should be hard map.

btw we still in OBT lol. do you mean closed?

I said I haven’t lost any since OBT started. Assault existed in closed tests too and it was usually very difficult to play the attacking side.

Plus all the game mechanics benefits defenders.

•Engineers defense buildings
•Squad, because attackers while advancing their bots get shreded while defenders peek with 1 soldier at the time so you never see defenders afk bots
•Artilery spam, mortar spam
•tanks are much better in defence than in offense

And the biggest problem about this is that maps have fixed position and depending on you faction you might end up having to always attack! This is so fucking ridiculouse

That’s their point? I mean, you can’t make offensive buildings, the closest thing to this is a tank.

As the atacker you can go around arty zones. Your advantage as the attacker is the mobility, use it.
Meanwhile the defenders have to sit on the point instead of escaping the arty because if they leave the point, they loose.

I don’t see how it’s because of the game mechanics.

To be clear, I don’t think that the game is perfectly balanced or something but those 3 arguments don’t prove much.

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Can attackers go around the actual point too and cap it from somewhere else?
You are either an artillery spammer or a twisted human being in general to defend the artillery spam.

Depends on the maps (and to some extend of the spam of arty). Moscow is almost fine except the Monastery map where the defenders usually win unless they are totally braindead.

Yes, unless it’s the point in the open. If yes then I have to admit that it’s a game problem.

If the game designers would listen to you, we would have a Germany invading the US in Normandy with siege towers build by engineers with really big tanks that would need to be able to drive over the bottom of the ocean since nothing would hold them afload during a landing so that they are better then the defenders tanks. With the US soldier then making a parade line to welcome the defenders in because otherwise it would be unfair.

Its a game intended to have a attacker and a defender. It is really really clear who in this game should be the defender and the attacker. If you dont know, I will enlighten you, it is Germany because they decided to start a war in 1939.

Now on the original topic, the game is really well balanced. I have not met any difficulties defending or attacking. You dont seem really experienced in the game and just appear to be here to complaint about not winning.

  1. im not saying we need offensive buldings. I say that an advantage for the defenders.

  2. if there are 2 players spamming and the do it when its the right momento you can barely advance. You screen is shaking you´re running in open ground while the enemy could be also under arty but inside the camputre buidling with almost no effect.

3.again, not a problem if game mechanics but it should be balanced by giving attackers other advantages like shorter respawn times of longer for defenders (because shorter for attackers would mean faster ticket burn)

and you didn´t adressed the Squad mechanic.
the defender can put his soldiers safe while peeking with 1 soldier. Lets say there are 2 players each with 5 soliders.

the defender can kill 4 of the NPC of the attacker and when the attacker gets to the point he has 1 soldier to fight 1 player and 3 bots. now multiply that by the total amount of players in a match and tell me that defenders don´t have an advantage

DEFENDER NEED LONGER RESPAWN TIMER!!

All caps does not make it true if the sentence is just bullcrap. If you would increase the respawn timer the winrate would go to the attacker. I thought you wanted 50/50

We have close to 50/50 atm.

People with more experience in the game told you this in this threat and the other one you made the same moment.

The only change i would make is longer respawn for defenders. Red Orchestra did this right.

Defenders have longer respawn so their objetive is to kill as much as posible while staying safe. The attackers have more tickets and shorter respawn so their objetive is to advance and win ground.

ths is historically accurate you would always attack with more men to fewer men because in a totally even fight the defender would have a huge advantage and why attack where you have no advantage?

What is the point you are trying to make? You want Red Orchestra? This is not that game.

You made 2 threats where you repeated yourself and asked if the winrate is 50/50. A lot of ppl told you that it is 50/50 and you keep making up different excuses that its not.

Are we close to 50/50?

My fear is that 50/50 its not from actually the sides being balanced but its the skill matchmaking.

Maybe you still win 50/50 but not because the sides are balanced but because the matchmaking says, okey this team now needs to win so it puts a lot of good players on the attack and bad players on defense.

I feel like most matches are very one sided

There is no matchmaking period

Again, as they should be. That’s the benefit of being the deffender.
Even without the engineer, defenders can use everything around them as a cover.

You can do the same to defenders.
I have to admitt that open points are problematic but if every point was a building then we would enforce SMG meta (and I don’t like that). So it’s the case of choosing of the lesser evil in my opinion.

I was only pointing out wrong arguments, not the statement itself.
In other words: yes, that’s the problem of the game’s mechanics. And that’s why I didn’t criticise it, as I criticized only the wrong arguments.

Okey. well i guess if this happends to be inbalanced it would spark some alarm like very uneven %win/loss and Gajin will do something about it.

I feel that this is a problem especially in high skill matches.

Defenders can exploit arty spam and the squad mechanics or use tanks very well. and even skilled attackers would have it almost imposible due to inbalance.

I guess is too early to know this as people is still not very good at the game. But i feel as people become more skilled this will be a problem.

I hope Gajin is open to add longer respawn to defenders in case of this becoming inbalanced.

Thanks to everyone for reading my arguments and discussing it.

I really like the game is just want it to be better.

We will see what the future will hold indeed, if in the future it will become inbalanced I hope they will be on top of that.

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Red Orchestra didn’t have rally points and had distance to objective limit for the spawning on squad leader. The spawn timer in it was used to get reinforcements in waves, not to slow down spawning of people. In Red Orchestra you can’t just go around somewhere without a fight like here, you had to fight your way through the flanks, because the shortest path was easily covered by MGs.
In Enlisted, the downside of the shortest path is only tanks and planes, and only on some maps. Pretty much all of the Normandy maps, have so much clutter that taking direct route is not that bad. On top of that, on so many maps you can set a rally between objective and German spawn, you can even spawn camp with easy.
Like you complained about stationary MGs but those are noob traps. They have so much visibility that you get sniped of after couple of bursts. Their positions are unrealistic and crappy from a tactical point of view.

With equal skilled and geared teams the defender will win most of the time. You may be able to outrun arty spam but the bots if caught in the middle are most likely dead because for some reason they don’t dash when following you and like going through the front door instead of windows …