Future balancing - ticket limit for defenders?

The attacking team has a limitted amount of reinforcements, the defending team has a limited amount of . . . thing that each point has and that starts to decrease when the attacking team starts to capture it.

That’s it.

1 Like

Exept that ratio can not really be applied for ingame as IRL the attacker would take massive losses due to not knowing where where what is and where the defender is hiding/shooting from. But ingame most players already know the entire floorplans for the next 3 objectives and which bushes are likely to hide enemy players.
And also ingame the defender get like 10 seconds of a headstart to the objective but still need 30 seconds in order to setup the first rally points so even they are rushed and do not have time to dig in.

1 Like

So you want attacker be able to win by just spamming radio/sniper/mortar squads which trade really positively but cant really capture ground?

So now having to deal with a really passive attcker team is not only borring AF play against but also borderline unwinable.