yes bla bla unpopular opinion , but when defenders move 200 meters past the objective they are supposed to defend just to place barbed wire in order to make AI squads get stuck on their way to the objective - then the game has a serious issue in structure.
Almost every map nowadays has the greyzone at about 200 meters behind the capture point, meaning there is no spawn protection, people don’t fight over the objective anymore, there is only chaos in the game left.
How can you like this mess of a gameplay?
the protected area used to start right behind Rally range, so that people could push and destroy rallies - but not any further, now there is literally not even the main spawn area save from being targeted, this is ridiculous…
They need to find a better way of doing it as grey zones are not good. Being able to build AT guns or sit in a tank virtually safe in a grey zone is bad, especially if its so close the the caps. It’s already fairly bad in higher tiers, the King Tiger or PAK 75 can sit pretty far back in the grey zone so you cannot arty them and are too far to get with infantry AT, whilst being incredibly resilient and good at taking out tanks.
This sounds like an AI problem since they cannot navigate past barbwire or take the same path as the player most of the time. I think if they could make the AI actually see and avoid things like barbwire and ideally detect and use cover that would massively improve the game imo.
Also sounds like if you was pushed all the way back to the spawn that the game was heavily unbalanced. Which is another issue with the game, most people just learn to desert early when they see those kind of games. Some people play this game a lot and know the spawns so grey zones dont really work anyway, ive been killed by a mine after leaving the spawn areas on a few maps due to spawn chokepoints. Both as a tank and infantry.
it is, pushing and spawn raping is always effective by design- which is the problem, snowballing is a too easy, back in the day when you managed to take out 3 squads in short time, you would break the frontline, but now if you manage to break this frontline, you completely obliterate the enemy - unless out of nowhere comes a para squad, which captures because the defenders are busy spawn camping the attacker - which then snowball because it reaching the objective and building a rally point takes two times as long as you can lose the objective.
This is what I mean when I say this is a pure chaotic gameplay without any structure, your effort doesn’t matter for the outcome of the match, rather random situations.
Oh no
We were massacred by the enemy
Because we are just a group of monkeys without the ability to resist
What is the respawn point?
What is the detour?
what is smoke
we do not know
We just want an environment where we can fight without having to use our brains
If you can’t fight, just run away.
Better than being a monkey
you know if defenders didnt have unlimited tickets, they would struggle to keep up a relentless counterattack. espicially if it was dynamic in a way that almost forces the game along…
I think the defenders having unlimited tickets on top of the defenders advantage is a lot so experienced players know to play very aggressive on defense since if you can kill the attackers quick enough you will win very quickly and there is no downside provided you are dominating enough.
Having said that i think it would be hard to balance if defenders had tickets too and invasion is currently the only decent game mode atm imo. Maybe adding another game mode where the defenders have prep time, less tickets then the attackers and fewer capture points. At same time people are already complaining defending is “too hard” so changing invasion to “nerf” them more is unlikely to be popular.
“rally range” is sometimes as close as 30m away from the capture point. If you place a greyzone that close, what you’re doing is putting teams which play the objective in such a tight enclosure that a single artillery strike can undo any good push.
Giving both teams a wider area to be in while also defending the objective for their side is absolutely crucial to stop such wipes from becoming too powerful. They’re already in a good enough state - just think about how many times you’ve seen amateur pilots just bomb the general area of the objective, or radio operators just place their artillery on it, and rack up a heap of kills. It is in fact one of the main complaints about playing as defenders that you have to stand in a pre-defined area so the attackers have a very easy time locating you.
Greyzones should be weaker than they are now, not stronger . bisquits has summed their power up very well. What is really needed in order to enable teams to recover from being pushed back is
Better cover at their spawn
More visual obstruction for flanking routes, so you can go around and ambush the team that has extended past the objective