Lehrter-Banhoff (Invasion)

I don’t enjoy sub ten minute matches and core gameplay mechanics relegated to me frantically choosing between defending or running back several points to have just enough time to fortify.

Something i’ve been complaining about since CBT. Matches are so quick the only viable tactic is to grab full autos and run straight at the point. cap timer goes super quick, proximity of points is super close. Anything more complex than a slight flanking manuever is wasting precious seconds of your ten minute match.

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I disagree with this. We have some prebuilt defenses already, rather obviously. The thing is, it’s often not where it needs to be. When it is on a point, it is predominantly of the “destroyed instantly by invaders calling artillery on the cap” variety.

It also doesn’t help that we often have capture points in wide open areas, on several maps, even when there are defensible structures right next to the cap in question. (which makes no sense, why is a bunch of sandbag defenses a cap point rather than the concrete ruin right behind it?, or the middle of the street instead of one of the buildings nearby) and so on.

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Well the game is bades on a real war defend give time for complete fortification fall back repet

Yeah I’ve fought in war before but thank you for the knowledge.

Sure, but we have better fortified positions we could fall back to, but can’t, because that’s not where the cap is, even if it’s just 10m away, because if we don’t have bodies on the cap, it’ll get rapidly pulled away.

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sandbags need a buff IMO. Proper built sandbags can withstand explosions. (hand grenades/ arty etc.)

if a grenade lands remotely near it they get annihilated, if a molotove flame touchs it, the sandbags die.

Sandbags are what, 30-40lbs each?

Also any defenses should only be deconstructable by other engineers or require bangalores or something. Hedgehogs are a minor inconvenience at best. sandbags get vaporized immediately.

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i wonder how a 60 second timer for attackers’ first spawn would effect balance of certain maps

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I’d much prefer we get larger, polygonal caps, that let defenders actually defend from nearby buildings while holding the capture area, instead of it being something you can just rush ontop of.

Like, give us a longer rectangle that covers nearby trenches or buildings, or the crest of a hill nearby, or something.

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If they enlargen the cap they can weight the distance to the “flag pole”

Ie; half the team camping on the very edge of a large cap wont cap it. You would need people dispersed along the objective.

50m from center of cap = 1/.sec tick
40m from center of cap = 2/.sec tick

and so on.

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that could work but having that first 60 seconds in peace could allow defenders to set up a decent defense or at least get a rally point up

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I mean yes. One of the main issue is the difference in time between when people spawn in and the issues that causes defenders. Certainly, we’d also need to give invaders more spawns to compensate, but it would still be better overall, I think.

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typically I spawn in and the first cap is already lost.

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for the artillery I believe that it should not be able to fire on the CP this must be pointed out to the developers
for the pre-built defenses there should be but only as bunker with mg and better positioned, I repeat the game makes us use the engineers who are able to build them the game should simply tell us, what are the defense lines so that we can do it ourselves I believe that the invasion mode requires a lot of work especially in giving the engineer class both in defense and in assault a concrete and indispensable support role

maybe we could have both though larger caps should be more specific to berlin since a lot of them are just in the streets

I mean, it’s not just berlin, it’s just worse in berlin than other campaigns because of the nature of the maps leading to it being even worse for the defenders.

Look at the final cap on D-day for another example of a bad cap in a different campaign, where the courtyard is the cap, and defenders holding the surrounding buildings don’t count towards holding the cap point. Some bunkers only have the middle of the bunker count, and not defenders holding other spots, etc.

There are a lot of invasion maps with this issue.

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Not all x nation mains do such things. Only 90% of them do that.

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D-day final cap is the german HQ is undefended because under him have a road of bunker for defend him

Dont forget you have to look at entire map not only the CP

I’m talking about the final cap where you’ve got several buildings, and the one set of ruins, with a courtyard in the middle that counts as the actual cap. It’s surrounded on three sides by buildings, but only the bulidings on the side the invaders come in on count towards holding said cap, and defenders who can clearly shoot into the cap from defensible buildings right next to it from behind cover, and are only a meter or two away, for whatever reason, don’t count.

I don’t think that makes any sense.

If more buildings where included in Cap points that would definatly help make flamethrowers more viable.

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