I agree 100% with post suggestions.
I’ll give it a try sometime and see how it goes
The assaulter and flamethrower spam is 100% a problem, I agree.
Because Engineers, unlike assaulters and flamethrowers do not have even close to the same amount of capabilities, even though they should from a defensive aspect.
It’s the same thing you guys hear me saying all the time: engineers can attempt to put up fortifications, but at the rate they are destroyed or circumvented, its impossible to get an equal balance going.
Even with the usage of mines, which SHOULD be the equivalent to grenades for offensive usage, are treated differently. I know players hate getting blown up by them, but honestly I have a LOT more respect for well placed mines than the absolutely atrocious numbers of grenades that get thrown around.
Mines and engineer fortifications are supposed to be the direct counters to assaulters and flamethrowers, yet its an absolute joke at how imbalanced they are.
Which brings me back to the original topic.
@_fi_nal you missed one of the major “Frustration Sources” as far as my buddies and I are concerned.
Players quitting out of defense games at nearly twice the rate of others, because the likelihood of winning as offense is significantly higher than that of defense.
(At least from what we have seen from our games its only about 20% winrate as defense with only about 4% being absolute blowouts.
Meanwhile, as attackers the winrate is about 85% with nearly half of those being absolute blowouts.
On top of that, there has been only one or two games of defense that did NOT have players back out at the START of the game.
Meanwhile, the large majority of games on offense did not have people back out at the start of the game. The only exceptions really were on Conquest gamemode.)
The assaulter and flamethrower spam is 100% a problem, I agree
i assume we just expect different kind of gameplay, I’d rather having strict gameplay with reasonable asymmetrical variety while majority just want to casually slap bots
I’d rather having strict gameplay with reasonable asymmetrical variety
Please Define this
I should never bring this again i just can’t understand how isn’t this an issue to you guys, people doing run and gun hip fire all the time isn’t best experience
No, it needs to be brought up. Just note that the same people outright opposing it are the same old trolls that oppose anything that could be a counter to spam gameplay. Its best to just ignore them and focus on the responses that actually have useful critique and ideas.
Don’t let them run you off of it. There are those of us that feel the same way as you.
well I mean i want this game more like, f.eg. bring more spotlight to less favoured squad types, maybe you wouldn’t even need to restrict smg/flame if it was reasonable to bring any other squad, it’s far from it rn
i want everything worth bringing, each squads with proper abilities to counter one another
most AT squads sucks at destroying tanks and other unassigned squads perform this better, it’s bizarre how versitale assaulter squad is rn
just put rally close and smg/flame wave rush objectives until they’re captured, this is unacceptable
same old trolls
then you’d have to name devs too bcs it seems like they are agreeing with all this
at least this is what I understand from some of their quotes
i want everything worth bringing, each squads with proper abilities to counter one another
I 100% agree.
then you’d have to name devs too bcs it seems like they are agreeing with all this
at least this is what I understand from some of their quotes
I honestly don’t think the one or two that talk frequently on the forums are fully in control of all decisions made, there are other devs too. As long as they are properly doing their jobs and pushing through all the different opinions regarding balancing, especially those that take the time to properly lay it out for them, there shouldn’t be any issues. We as players just have to hope that they are fair and decent about how they go about development from suggestions.
most AT squads sucks at destroying tanks and other unassigned squads perform this better, it’s bizarre how versitale assaulter squad is rn
AT squads are in a strange place balance wise, because tanks are in a strange place balance wise. Which in turn is because all character types, including (if not especially) assaulters, are allowed access to explosive packs. A form of ranged AT that is spammable and far too versatile.
I think the #1 thing that needs to be done is to remove explosive packs entirely. I used to suggest limiting them to only AT, but the reality is that they are just too strong on a fundamental level.
There are so many other forms of AT that are underutilized its absolutely ridiculous.
#2 thing that needs to be changed is how fortifications function on the battlefield. I know you guys hear me say this a LOT, however, fortifications main purpose should be to deter squads like assaulters, flamethrowers, and riflemen, and require other squads as a counter. In addition, using tanks as a breakthrough vehicle rather than just artillery would most likely become a lot more common place. Especially when it takes specific counters to stop them.
Point being, more focus needs to be put on squads and their abilities used to counter specific others, rather than continuously catering to the “one size fits all” squads (ie assaulters, flamethrowers, and rlflemen loaded with GL and Grenade pouches).
Agreed!
This game is all about capping points. When you’re capping points, you need automatic weapons—not bolties.
this game is all about capping points. When you’re capping points, you need automatic weapons—not bolties
In invasion, yes because defenders don’t suffer attrition. (dont care about conquest)
In confrontation everyone suffers attrition. So all of a sudden, getting picked off at range matters alot, and capping a whole lot less if you spam throws squads away doing it.
Its why I think attrition should be in invasion
the “all about capping” is another issue itself so it solves nothing, if you’re better off having 3 assaulter squads over anything else clearly game designe went wrong… or it’s intended (money)
I want to have fun.
I take my fun squad.
Some competetive dipshit circles meta equipment.
I have to take my meta equipment to not be in a disadvantage.
I don’t use my fun squad anymore.
That’s the issue.
Excellent post! Some great ideas!
You catch more flies with honey than vinegar.
I desert because the game lacks basic options and functions that you would expect to find in any game like this.
Currently, matchmaking is a lottery. The ability to select which server you want to connect to, which game mode you wish to play, and which map you wish to play on is not there. It should be.
My experience is that I have been presented with maps and game modes that I just don’t want to play. Sometimes over and over again (e.g. Oasis North, Oasis South, Oasis assault, Oasis conquest, Oasis anything really).
I exit and re-join the lottery until I am presented with a map and game mode I do want to play. Its not uncommon for me to exit 10+ matches (sometimes closer to 20).
This becomes tedious and annoying for me (and possibly others who are playing on the server I exit).
This, of course has nothing to do with the game play (OP flamethrower or anything like that).
Using a small player base is not an excuse for lazy game development. There are websites that suggest the game is played 30,000+ people on a daily basis.
I would suggest that providing these basic functions (in combination with your suggestions) will help to reduce the rate of desertion.
Again, great post. Hopefully some of your ideas will be implemented.
This was not supposed to be an exhaustive list of reasons why people desert / get frustrate, but rather an attempt to tackle some of the more universal points and lower hanging fruits without getting into huge discussions that amount to opinions about fundamental game design philosophy.
I for instance don’t really see automatics as a problem - this is rather a problem of the map design. A lot of the maps are basically cqb-oriented which means they favor assaulters and flamers by definition, withoit even considering that you always fight at the cap. This can be partially resolved by having maps with more medium open distance like some of the moscow maps. Trying to somehow reduce the rotation of assaulters in berlin/ stalingrad makes almost no sense to me. Having said that, it’s not an easy thing to balance as having too open maps will basically make advancing too hard as well.
Anyway, maybe i will also change my mind after the merge when people do 3x flamer squads on constant rotation but right now it’s not an issue for me.
As for the defense issue, i don’t see it the same way (depending on campaign ticket balance) i still think defense is easier, though i play solo so it’s a different experience. Would be happy to try a setup where defense gets advance knowledge of the next point(s) but also maybe tickets of their own - but that’d have to be a new experimental game mode.
“Full auto meta is crap”
“BA are stupid useless crap”
“Flamethrowers spam is crap”
“Grenades spam is crap”
“Mines are crap”
“OP tanks are crap”
“OP planes are crap”
Jeez, God forbid someone actually plays WHATEVER THE (D)UCK HE LIKES after spending MONTHS grinding and unlocking stuff, huh?
But noooo, of course if anyone dares killing me with a weapon class other than my beloved, he’s an uncultured meta sh(u)tter.
i sub everything, first time i got crew block made me instantly uninstall WT
Forget the stick, that only stings and isn’t enough of a punishment worthy to change things
Forget carrot, that’s not a reward, a delicious pie or stew is a reward in addition to…
What we need is a Sledge Hammer, smash deserters into smithereens so they either go away permanently or stop doing it, there is no middle ground or space for weakness with this, otherwise it will continue
Also you failed to mention many other reasons why people quit
such as seeing what team mates or what opponents are in the same match, Losing first objective fast, seeing too many human opponents on the other team and knowing they are in premade squads and full tryhard sweatmode players that should really only play against each other in their own high tier matchmaker
you are looking at this from a weak perspective of only clean reasons why people disconnect, there are far more not so clean reasons, some people see a particular individual that is known for building terrible fortifications everywhere and they leave, or they just sit in the aa all game, so they leave, or they know a player only snipes, they leave, or they see a guy known for being suspicious of hacking, so they leave, or they only looking for match where they can farm with tank or plane or they are losing and want winning matches, or the match is a steam roll etc…etc…
I yesterday had several matches of 5, 6 and even 7 players leaving matches form just one team, matches that were reasonably contested and would have been better if the quitters played…Sorry but the carrot won’t do, neither will the Stick, It’s time for the SLEDGEHAMMER
The next day, you’ll be complaining about bots only matches.
A month later, servers will shut down.