Defenders suffer (An invasion without balance)

Just had a very typical 1 vs 3 against American Seal Clubbers. This has happened several times in the past and I mostly win because I at any cost keep throwing engineers at the point until enough fortifications are built, i.e vertical barbed wire at every window and door except the team entrance along with Czech hedgehogs + sandbags at the inner doorways just in case some bots slip through.

The only problem is I was unable to do any of this because defenders have absolutely no time to setup fortifications, you may not know this but the amount of time it takes to spawn, run back, (while bayonet charging) dig a hole, (With max shovel speed) and build a rally point, (With max building speed) is longer than the time it takes bots to move from the previous point to the next point. So defenders don’t even have enough time to build a spawn point, let alone any defenses at the point.

Now you’re probably wondering how I managed to occasionally build defenses, the way I win these encounters is to throw engineers at the point, by building as many defenses per life as possible at the point which is very effective. The problem was these players (I’m assuming knew that I was going to do that since I play with them often due to my bot farming method) were already at the next point before I even though I skipped the rally point step and went straight to building at the point.

They killed my engineer so I respawned at about 70 meters away due to an AI built rally point, so I took the time to build one closer since the point wasn’t being captured just yet (built a quick one about 53 meters away in the barn). I then made it back to the point to try and build defenses but kept getting eviscerated every consecutive time because it was too late. So they took that point and did the same shit to the next one big surprise. We were then left with the point at the beach which is a circle with a diameter of 125 meters, impossible to win instant loss.

So my question to you @Keofox and the development team, if defenders are not allowed enough time to set up a point, why even have barbed wire, hedgehogs, and sandbags even in the game? They cannot be used the way they were intended so why even have them? It’s simply an illusion that you have the ability to fortify the point and nothing more.

So I suggest that defenders points be locked in the greyzone for the attacking team for 1 minute and 30 seconds at the beginning of the match and for every new point that comes up after the previous point is lost as well as increase the amount of the following buildables:

  • Barbed wire from 10 to 20
  • Sandbags from 10 to 20
  • Czech hedgehogs from 6 to 10

And I already know that the brain dead 52 IQ attacker connoisseurs are on their way to complain that I’m “bringing an end to their way of life” so to appease them just increase their tickets count from 1000 to 1250.

Anyways I’d like to see the opinions of the following users on this updated topic: @Greyparrots @Adamnpee @Stein_Grenadier @CaptainSebekel @Ron_McKracker @Conscript_Joe @guardianreaper0 and @_i4i

9 Likes

I assume you’re referring to defenders in invasion mode.

So yeah, locking point for period of time like in confrontation would be better, I guees.
I’d also like it if defenders could revert the progress of capturing objective like they can in assault mode.

15 Likes

Yes. Also I was suggesting the new defenders point to be in the Greyzone for at least 1:30 to 2 minutes.

Haven’t ran into a match of that in about a week and I’ve played at least 50 matches since then.

6 Likes

Seems like the real issue.

3 Likes

Ever since paratroopers were introduced, the lack of time for defenders to fall back and regroup has been a major problem.

10 Likes

No. Right now you can often only make a comeback in a losing attacker match if you manage to catch two caps relatively quickly.

Anything like that would just make the outcome a forgone conclusion. The biggest problem as usual is that most defending players simply do not give a single shit about the objective and do their own things.

2 Likes

This could be solved by preventing drops with x-meters of an objective.

1 Like

Doesn’t work, not without either major rework of maps or custom setting this data for every objective on every single map.
Some maps such as D-Day are very small, have small objectives and you can’t jump very far from the objective either while on maps like Stalingrad you can easily land on top of the building and jog to the objective in mere seconds.

2 Likes

Add in squad selection screens cover most of the area where you want to be spawning,
ie left hand side, on mountain, if spawn is there, you cant select it, Attacking as US.

2 Likes

Join the club. I’ve been trying to say this same thing and advocate for better game mechanics for defenders for a while now.

Just to link a few.

I have another new one I’m working on some details on before I post it, but I can tag you on it if you want.

3 Likes

This, the ability to revert the progress would be amazing. The locking prevents proper blitzkrieg, buit reverting is fair. The only reason they lock on Confrontation is because it would instatnly revert back. Otherwise I think all modes should have a revert way.

I think this is a good solution for the time being.

1 Like

This is why I dont cap or defend anymore in unbalanced games.

Actually in Invasion you can revert the objective, it’s just extremely and painfully slow.

I always had the feeling that the players had no influence over it and that it just happens on its own.

The fastest way is to commit suicide as a whole team and regenerate directly.

1 Like

Problem spotted.

Don’t attribute to defense what is a fundamental issue in player count.

1 Like

Well, let’s make it visible shall we?e

1 Like

They already have code on every objective to prevent you building a rally point too close to a cap and it varies depending on the size of the cap, surely they could just give that variable to the paratrooper squads and not allow them to drop/spawn inside that radius just like rallies. As the most frustrating losses i’ve had while defending is when they start or fully cap before i’ve even been able to run back to the cap.

Also i think maybe giving the defenders some extra time on the last objective might be a good compromise as i agree giving the defenders time on every objective would make it a lot harder for the attackers (unless it maps like the reverse D day defence for the allies where all the bunkers and defences are facing towards the defender and most of the entrances are facing towards the attacker)

But ultimately i think it comes down to the mostly poor map design with some maps where the objectives are only 50-100 metres away from the previous one or obviously undefendable. Or a greyzone being too close to the objective allowing them to build rallies and place tanks in completely safe location only 100m or so away from the cap. Sometimes the grey zones will even allow the attacker to place rallies safely on the sides (there’s a pacific map i don’t remember the name of where the 2nd cap is especially bad for this) I think the maps need to be bigger and less cluttered with obstacles for tanks and infantry (like cliffs, rivers, gorges and ridiculously raised railways) That way the grey zones cannot be used to your advantage and you don’t get stuck on every little obstacle when trying to move from cap to cap.

1 Like

I predict more crying from the German main. When we capture your point you are to immediately go back and defend another one, what I see the Germans doing is looking for us instead of going back and defending. Since we are not stupid, we do not fight them and bypass them and immediately go to capture the next point. This game doesn’t need any artificial aids for weak players, it just ruins the game. Why don’t the moderators ban this, 70 percent of the forum is just crying.