See anything wrong with the picture? Check the number of deaths on each side. Here’s a rundown of how the match went:
Russians were taking things methodically and minimizing damage while pushing up to point, germans simply charged with 0 care in front of infantry, tanks, bombs, grenades, explosive packs, etc. Purely because it doesn’t matter. They’ll kill 2-3 people and the AI will kill a couple, so why does it matter if they die? It doesn’t, suicide attacks work, and they work because there’s no punishment for it.
I’ve done the same toxic crap and it works far too well, spawn, rush in with 0 care because why would I give a shit, I have unlimited respawns, clear the point quick, die, respawn and repeat. Thus preventing the enemy from capturing. No tactic, no strategy, no skill, just simply Rush B tactics.
Defenders shouldn’t have unlimited respawns, give them 2000 tickets overall so when you are defending, you need to actually pay attention and not just recklessly throw your life away because it doesn’t matter anyway due to haha unlimited respawns.
This is absolutely 100% necessary
I shouldn’t be able to just human wave the point to win while the enemy has to play conservatively to have a chance of winning
It isn’t fair and it doesn’t make for good push and pull
Agreed, in its current form the defenders have only advantages.
Usually in war times in order to mount an offensive you would require more men than the defending army you are trying to attack.
But for balance reasons I would propose a 1500 Ticket capped, slightly higher than the 1000 that attackers get.
They should both limited time of attack, also resource limitation for both team.
Currently an Invasion can take up to 50~60min, average at 20~40min. Too long as an arcade FPS game. Also will piss up losing side players real hard.
I suggested way earlier to just copy mechanism from other games.
Current invasion balance except spawn point and cost, is capture time. Too simple of balance mechanism.
Usually attacker is the one who should be aggressive… In many games attackers gets more than defenders. Defenders need to use their environment not respawns to get a better defend position.
If you cap defender spawns then you’ll have to get rid of attacker reinforcements or give defenders reinforcements over time. More importantly, the attackers can win by either killing defenders or capturing point, whereas defenders can only win by killing attackers. The way things are right now seems fine, since balance is mostly about players rather than about numbers. If you got too many bots on your team then even 2000+ spawns won’t do much.
You are completely wrong.
First, the defenders’ “tickets” are their points, which are captured in seconds by the attackers if there are no defense soldiers on them. It’s elementary to knock the defenders out of the point: just a bomb or a tank.
Defenders have no time to prepare for defense, build fortifications, they have to be on the point 24/7, because only 1 enemy will take it very quickly.
That’s why it’s harder for defenders to set up respawn points, because the enemy attacks all the time.
When attacking, you can take your time to set up a respawn because the team is running to the point unhurriedly.
Attack has initiative. You respawn from the flank and almost always capture the point due to the element of surprise.
So no. No tickets for defense.
Just don’t engage. Even though TheCampingOwl makes good points on occasions, she constantly strives to be the biggest twat on the forums so you will make no headway trying to respond to her flurry of insults and personal attacks.
I am somewhat in agreeance with you as I find attacking to be easier since it is pretty easy to clear a point and get your guys on it. As defender it feels like I am the only one on the team that understands you have to be on the cap to prevent capping and that you should push a little ahead of the cap instead of sitting behind it. If both had tickets it would just become another version on conquest.
The idea is awful - at a minimum you would have to give the defenders the opportunity to recapture points at the same rate that attackers capture them now - instead of at about 1/10th that - effectively making it a variant of capture the flag.
I like that the 2 teams have different resources - it makes for a much more interesting game.
aight, we need the statistic first to see whether infinite respawn give defender significant advantage (in this case, winning more than the attacking side). In my personal experience, the defender didnt win much more than the attacking side.
Also, there’s much more ways to balance invasion mode, be it increasing or reducing the cap time, no need to bring need mechanism.
But Darkflow/Gaijin so damn secretive about this think…they haven’t even give ingame player statistic/match history yet
The original point may be true, however it is just a part of game general approach - losses are not counted against player’s score.
If you want to be first of your team, human wave is often the best tactics. Yes, it may be bad for your team on attack, but not for you.
On conquest the only consideration is not to exceed respawn limit.
On defence there is really no incentive to be careful - as soon as you are able to quickly bring new strong squad to the battle, there is no reason to save your current, depleted squad.
However all this is an obvious design decision to make battles more dynamic. Current system is somewhat balanced, if losses are counted against player, it will be a different game, everything will have to be rebalanced and it is hard to say if overall it will be an improvement.