I’ve noticed that Russia almost always wins on every game, but they win much more on Invasion. Some tweaking of the game mechanics or a rework entirely of the mechanics would be in order.
It was also the case with this mode in the berlin open alpha test, but germany was on the defense and almost always won. 1000 spawns is 1000 individual soldiers. if you have 6 soldiers per squad on average, that is only about 150-180 spawns
Indeed, just like Red Orchestra2, Both the Attacking and Defending team have limited spawns.
In Enlisted, the Defending team have unlimited spawns so that that could die and spawn to make sure they can win each match.
yup. They just pile bodies on to the capture points lol
Not the best sample size, but I’ve played probably six Invasion games as the Russians and only won two of them. 1000 spawns may still be a little light, but capturing a point gives more spawns, and a coordinated attack/uncoordinated defense can see the defenders basically collapsing through the points.
I have played about 30 of these invasion games as germany and i noticably sigh (i play with some other people toghetter) and my friends tell me it’s time to suffer as it’s entirely up to how good our teammates are. It is not a mode where 2-3 people can make a diffrence. We can clear the cap time after time but if teammates arent moving in after that (as we generally die to clear the cap from 10+ russian soldiers), we can’t do anything. The points are either really open, or chokey, both giving the russian side an very easy way to defend the capture point (generally just grenade spam). In most cases the match gets decided in the first capture point. If the germans cap it with more than 700 spawns, they are likely to steamroll their way through until the last capture point. If they got less, they will most likely lose.
I think the entire game design is benefical to defence force,they need to fix it
Yeah this is similar to the last open test, the defending side will always have an edge as the mode is designed for coordination attacks, basically that last open test history repeats but with a different faction winning (won’t lie I just came from the first match & I though I was the attacker -USSR- & didn’t get it till far in the match).
I would suggest to lower the stress on the whole team (attacker in this case) by changing the order of difficulty of capturing the points needed, this basically means instead of the second cap point being the hardest to get it get shift to the third or forth even, if they want to make it dynamic they can give the attacker a slight edge with the defending team get better defenses & fortifications for the latter points if they hold the tide long enough.