I have played for a long time and I have come to a conclusion… PEOPLE DO NOT KNOW HOW TO DEFEND.
1.-Therefore, I would like measures to be taken in this regard, such as removing reinforcements, that is, reviving unlimitedly. (This is because people to die and waste reinforcement points, leaving those who want to win without being able to do nothing.)
2.-Put content for engineers to motivate people to play them. (Since engineers don’t seem to exist for people.)
3.- Modify the maps to be more defensive or new maps. (Without making it hell for attackers.)
No one will listen to you when you are speaking heresy.
but brother we’ve said that stuff already for you are not the only one But everyone thinks we’re speaking heresy and the great dark flow gods do not care for us because they like the fast-paced gameplay
I haven’t played for a week for personal reasons, but as far as I remember there are 1000 reinforcements.
Anyway, what I’m talking about is in general. People don’t defend anything.
This has been brought up a number of times. The reality is this will only end badly due to 2 primary reasons:
(If your suggestion is that defenders should have limited reinforcements) The defenders MUST go to the point, especially in the case of invasion mode, where they can’t get progress undone (unless you are in a bugged game where I have seen that happen).
THIS means that all the attackers have to do is continuously shell the point until defenders run out of reinforcements. Which leads me to my second point.
(If your suggestion is that attackers should get unlimited tickets)
Keep in mind that the limited win-condition resource for attackers is the tickets. If you remove that, how do attackers LOSE?
Meanwhile, the limited win-condition resource for defenders is the objective points. As when all of them are gone, they lose.
So by removing the reinforcement limit of attackers, you would essentially make it literally impossible for defenders to succeed.
There isn’t friendly fire damage via explosives. This means that to win, even in the current setup of the game, is continuously shell the point with artillery, tanks, planes, grenades, etc, while their teammates walk through the explosions with no damage done to them.
There are a few currently, and in the perfect circumstances they CAN be rather effective. The HMG and MG nests for example. I put them up all the time for people to use, but they often don’t. Why? 2 main reasons:
There are no indicators on the map or UI that they are even there unless you have a hammer in hand, which as you said…
They only ever happen to chance across them, or they are grouped up with me and I tell them. Personally I have started setting ammo boxes near them just to draw people’s attention to them. I have made several suggestions in the past about fixing this, but receive no conformation if it has been forwarded or even noticed by a dev.
Even despite the HMG having “substantially higher health”, any of the nest emplacements can be killed actually VERY easily. The standard MG nest requiring only a single bullet to hit the gun to disable it.
What makes this issue even worse is that they removed the ability to stack sandbags a while back. This was the ONLY way to make effective defensive coverings even around the sides of a MG nest. Now the only way to have an effective covering like this is to find a terrain area that is built for this purpose that is somehow still intact. (examples are the prebuilt sandbag structures with windows and the small cabin windows on Moscow).
Even in the case of AA, (though it is suffering some issues from a nerf) can be effective if there are 2 or more players using them. The trouble here is that they are only effective far to the side or in the back of the map, because if you put them on a rooftop or anywhere close to an objective, one of the many artillery strikes or plane bombs will inevitably destroy them, even if they are only hit by fragmentation.
This is also an issue with sandbag walls and barbwire, but I’ll get into that in a minute.
It wouldn’t be so bad if defenders were actually given the locations of the objectives they are expected to defend BEFORE it goes there. I’ve suggested several times that defenders need to be given ALL objective locations for that game via the map.
This would allow engineers to set up before hand, as a GOOD defense is not put up quickly, plain and simple. In many locations it requires *trenches to be dug for wire, sandbagged windows, MG emplacements, mines to be set, etc.
However, the other issue still remains that fortifications go down like they are made out of glass from pretty much anything other than small arms fire.
Artillery fire somehow even has the ability to break structures INSIDE of buildings.
Explosive packs and even GL shots can destroy sandbags with ease.
HMG fire instantly breaks anything destructible that it hits, and with the ability to pierce walls means all internal fortifications are toast as well.
Despite it requiring an ENGINEER that uses a special tool (hammer that takes up the secondary weapon slot), as well as materials that he has a limited supply of, and a structure limit to abide by… ANY soldier of ANY type can simply walk up and deconstruct fortifications at no cost to them, without the need for any special tools.
I mentioned *digging trenches for barbwire earlier. The thing is that for barbwire to last long enough for it to even be effective in any meaningful way , it must be either in a trench or indoors. Otherwise, if nearby fragmentation damage doesn’t somehow get it, troops running up and breaking it down will.
The maps are designed around possible fortification being implemented. However, over time fortifications have been left behind when updates to arsenals were increased (artillery, bombing runs, HMGs, etc.).
The size of the objective areas are also an issue. Defenders are expected to hold objectives like bunkers or even the big monastery wall on Moscow, yet attackers can simply capture it WITHOUT even going inside!. Meaning any potential choke points are now basically worthless to defenders so long as attackers just pile up outside.
Lastly, grenades are an extremely powerful tool, especially to attackers in these situations. Yet, mines which were historically used in MASS to defend, are limited to a single mine per soldier, and are twice as expensive as any grenade.
So despite grenades having pouches that enable up to 3 to be carried, and MOST useful to attackers, mines are limited to 1, and are really only effective when used by defenders…
I really could go on and on, but I think this response should pretty well cover it.
Long story short: defenders are continuously getting screwed over, because so many players that respond back through feedback are only concerned about the offensive gameplay. Some of whom have even said that if they get into a defensive game, that is “why they have an option to quit”.
So there are those that keep asking for buffs to attackers and have absolutely no concern for balance to defenders. These are the same people that just laugh when they throw a grenade through a window and get 10+ kills with ease, because they know they are unlikely to find much if any resistance.
Additional note: I threw a frag on the first objective the other day, and ended up with 36 kills from it. allowing us as attackers to take the first objective within the first 60 seconds of the game. This is not uncommon. It only feeds more to my point that defenders need to be given a chance to fortify.
Those 1000 reinforcements are for the ATTACKERS. Dude, you claim to have played for a long time. Do you pay any attention to the game at all?
And there’s already plenty of motivation to use engineers. Players are just too stupid. Also, attackers and defenders suffer about equally from lack of engineers.
The only thing I would give to defenders is locking the next objective for 1 minute.
How about a 2-3 minute first spawn delay for attackers like you get with planes to allow the defenders time to build fortifications? You could also be able to see the first objective so those 2 to 3 minutes are not wasted and you could come up with a strategy on how to best attack that objective based on what fortifications are used. Maybe even to use the chat to talk to the team to plan out an attack
Well yes and no, if your planning to fit all 10 players & theyr bots to small log cabin its kinda recipe to lost game.
Due to infinite tickets its rather easy as defender to control larger areas and do constant counter attacks.
Well this kinda works both ways, defenders dont have team damage anymore than attackers has so you can pretty much spam all the explosives you can think of to cap point while ur teammates are inside.
Time ?
Sure bud
Again, works both ways. You can pretty much just hug floor as defender while rest of your team spams every imagineable explosive to cap point denying attackers entry.
which is more than fine.
Or build it in such position that you wont be flanked making these sangbag castle fortifications rather pointless.
But good thing is the engineer is always running backpack full of spare parts for AA / AT guns so the magical hammer can fix them.
Or disassemble and build again.
Yeah, you would have a point if the engineer was running around only with hammer aka not having any weapons to fight.
But the fact that engineer sacrifices a 2nd weapon slot for hammer hardly is anykind of justification for your “reasoning”
And for all I care that can be easily fixed, let engineers take 2nd rifle instead of hammer.
Problem solved.
Kinda agree with this one, monastery definitely is the map where defenders suffer the most.
Attackers only has to cross a river with 0 cover to even get near cap point.
After that defenders suffer immensively due to fact that they can shoot everything and everyone from those 2 watch towers that extends furthest from the wall
( since theres that tiny part that allows attackers to capture when hugging wall )
And ofc they can spam explosives from the wall, attackers cant really throw anything up there unless using the throwing perk.
And then theres the planes that does quite fine job destroying everything and everyone nexto wall.
( Since theres 0 cover )
To summarise this, you really need to be part of some super special forces if you lose in monastery.
This is precisely, one of those maps where the attackers has 0 chance if the defenders has IQ above room temperature.
Not really.
Im quite sure fair share of people will agree that sandbags should endure more damage for example.
That is rational request and is fine.
But to highlight your previous “ideas” aka people having to run around with a toolbox or oxy torch to disassemble your fortnite castles because its so hard to use the magic hammer ?
Yeah, no thanks.
Eh, I once got ~20-40 killstreak with knife back in days due to AI being well AI.
Doesnt exactly mean attackers should not have any weapons because AI is shit.
You forgot to mention that the attackers have 24 min to win that resets with each point…
While the defenders must hold a point for 24 min that is reset with each point lost, which is incredibly stupid.
Infinite reinforcements for both. To balance, the time it would be the same for both. For example, 30 minutes, and the time would not reset when taking points.
I agree with this, because the defender’s use of unlimited manpower and unlimited deployment of vehicles has reached a very serious point.
If there are enough defensive players on one side, the attacking side will face endless suicide attacks and tank harassment, and the attacking side has no way to counterattack, because even if you destroy one tank, another one will be deployed.
For tanks such as the IS-2 that have a long reload time, it is difficult to cope with unlimited deployment of tanks. In addition, using unlimited vehicles to consume the attacker’s limited manpower is a bit too rogue.