Hey, its common now to wait as near as possible at the next capture point in invasion, to rush it as soon as it is available and still all defenders are at the old point.
I suggest the point should be locked for some time and you should be informed that the enemy is already there.
Then you have a chance to try to take it back.
I just leave those game because that’s usually when it’s a team playing together and steamrolling solo players every single game. Desert button.
Would be also good solution to put defenders main resp points about half distance closer for 1 minute after next point opening. But i doubt someone will implement this.
This game is extremely unbalanced and favors allies in every campaign, you are doing yourself a disservice to not abandon obvious losses. Axis has much fewer players because allies are OP, that means in majority of games you will be outnumbered. A solution to this is to leave the game and move on to the next one until you get into a game where it looks more even.
And consider this, if 4 people join a game and play together, they make up almost 50% of the team. Imagine if you face that team together with only solo players. It’s bizarre that solo players are thrown into games against premade teams. Learning to spot early when a game is unwinnable and abandoning is key to playing the most unbalanced campaigns. The games where you stay will always be close and difficult even if you abandon obvious losses.
Eh??? What???
i think that currently the attacker/defender balance is fine
also the chenge wouldnt do that much(other than pointlessly stalling the game), considering that attackers could just storm and overrun the point and then hold it until it unlocks
as a defender you are able to get to the new point much faster than the people who rush. if they manage to cap it before you get there, thats on you my friend.
Simple - Lock the point from being captured for 20 seconds
From what I’ve seen this issue seems more specific to Berlin however, with enough experience the defenders should be fully aware they are about to lose a point and be ready to retreat. I’ve played so many games and still get surprised in all campaigns how the “steamrolling” offense can reach a brick wall and lose a game from both sides. I think this is far more a player issue than a dev issue
Well there are a few degenerates doing this rushing strategy. Just leave those games, ruin their exp
when the enemy takes a point. you are able to spawn on the new one for a short while. i cannot for the life of me figure out how any of what you said would hinder you from getting to the point first with infantry
nice one
not capping and waiting ahead is still a kinda risky startegy
ive had cap rushes fail because people were waiting for the point to be capped/ too busy spawncamping the enemy
Just think about your other teammates ( The ones ho are really trying to defend objectives, and whole team just deserts )
Its really nice cause its true.
People just dont know it cause they rather kill enemies in their spawn instead spawning to new cap and build rally points 50metres awsy for it.
But ofcourse it cant be done cause MUH KILLS AND KD RATIO
Well, yes if you suicide instantly when enemy caps the point. If not, then your facing running contest to the cap point as theres no delay how fast attacker can proceed to next cap point.
Yes. But in that situation you would still have a head start. Since you should at that point be somewhere between the point that just got capped, and your previous spawn/where the new cap point is 95% of the time
But even if you find yourself in a situation where you are alive behind enemy lines, you still have 9 (ish) other people on the team. And the majority of those people will have a massive head start to the new point. And if all of those people are to retarded to go to the new point then the enemy deserves to cap
Idk is it in every invasion or not but atleast in some maps you can build the radio behind the cap point aka between the current point and next one.
well I dont think this game attracts highly intelligent people.
And for that exact reason a minor delay before attackers can push would be fine.
which one? there is usually a greyzone there for the attackers
well in my opinion, if the attackers are smart enough to rush. the defenders should be smart enough to either just spawn on the point, or fall back (which are both faster than rushing the point in 90% of situations)
In moscow campaign, forest something for example.
And even if you could not build it past the cap point but to same “level” means the attackers will spawn at CP level, not behind it like defenders does. Sure its not as big issue, but in maps where the distances between CP’s are rather small its quite big advantage.
This is rather issue between solo / teamplayers, if it can be considered as issue to start with.
As those who play with friends / team can rather easily roflstomp a bunch of solo players by building radios past CP.
Minor delay in pushing most likely wouldnt change the outcome of the game but give atleast a chance for defenders.
Well, yes suiciding at lost CP and spawning to next would be faster but this is enlisted.
And not everyone gets to spawn new CP. just earlier today, died at lost CP → could not spawn to next one → forced to spawn to default spawn behind the CP ( due to absence of radios ) → while running to new CP enemys had already made theyr way there.
Well if it was up to me Id make the lost CP area instantly grey, forcing defenders either retreat or die.
its probably the 10% this OP is arguing about.