If the outcome becomes (as it will) that attackers can win the game without, well, actually attacking and capturing the objective… hard no.
Defender can win withaut defend simply spawnkill the attacker at first point, and… already Almost all invasion are a stomp by one side, so add defender respawn limit dont gonna change anything, but for ease your worry is sufficient add a 10 minute timer for attacker for take the objectives if they cant do it in 10 minute they lose
In Red Orchestra 2 and Rising Storm 2, there are situations where the attackers struggle to take the cap but they killed so many defenders then the defenders realized that they are running low on tickets on the earlier cap so they have to retreat or the attackers can just take the rest of the caps without any resistance due to no more reinforcements for defenders. The current system we have right now, the defenders don’t have a reason to tactically retreat even when suffering heavy casualties on the earlier cap.
@gastanofrizzi I was thinking of the lockdown system from those two games being the safeguard for defenders but it needs to give attackers enough time to actually atleast capping the point alongside making the open caps actually bigger like the whole intersection of Wilhelmstrasse’s 1st part shouldn’t just be limited to just a small circle on the middle but instead cover the corners of the intersection too.
While ro2/rs was totally different game, ‘invasion’ system was lot better
I’m very sorry if i sound cynical, but with the amount of bots and absolutely brainless, uncollaborative players in a game that seems to almost discourage communication between players, no “lets make a tactical retreat” solution will work. Way too sophisticated.
I’d put most of the problems on the mode on the fact that matchmaking sucks terribly. You could probably do a lot on matchmaking or player count allocation to even the odds.
That is basically RO2 and RS2 every time the games go on sale in Steam with the surge of new players. Even if there’s no recent Steam sale, its the fault of the entire team for not knowing the situation correctly by not retreating and their punishment is they lose the match.
Invasion is already demanding on communication especially attackers but atleast everyone can be a squad leader by building rally points like building tunnels in Rising Storm 2(works similar rally points, its just cannot be built indoors and some terrain not suitable for it and only limited to your squad of players unlike rally points where the whole team can use it).
Defender need to be in the zone all the time to prevent enemy capturing the point.
tbh, i feel like tickets should be deleted.
and instead of adding tickets, attackers gain more minutes for the match to keep going.
so, either good defenders drain times from them, or good attackers capture the points in time.
which… not too much different from now.
but less experienced players would ruin the experience in both ways.
i’m afraid there is no simple solution.
Copy HeG massive conquest
Try defending a cap that’s very open with not much cover and see how difficult it is for attackers to cap. Atleast defenders can get away with just being near the cap and actually have presence there.
Defend the zone, but actually being in it is optional as long as whoever is in it dies before the cap finishes. Destruction really showed off how optimal letting one cap go in favor of building a firing line out of the enemy spawn is compared to flooding the cap and getting artillery barraged, bombed, tanked, grenade spammed, or simply mowed down by MGs because the gang’s all here.
I tried it many times, but I think it is more favorable to attackers. It is because attacker will spam bombs, rocket, artillery, mortars on it and wipe out any thing nearby.
So how do you not get in it to kill the enemy in it?
A huge IF when attackers do have planes but there are matches that its the defenders being the only one to have all kinds of spam especially in Berlin where not every Soviet player has a plane on their lineup as its mostly tanks while Germans may have Stukas and BF109s.
Its mostly US and Germany players that uses planes a lot while Soviet players, not so much but a huge help if they do.
nope.
it would be quite similar to what we have.
but more big and whit more trucks
Planes are very common for both side, no need to add huge if.
Some sort of bias? I had seen both side using planes equally.
1000 for attackers and 1500 to 2000 for defenders.
better than infinitum of reinforcements
Try capping the first cap of Hermann Goering Strasse as attackers then especially the version with the West side of the map(Tiergarten) as the first cap where its very open from the South. Defenders can just completely screw over the attackers with everything explosive and stuff like flaks. Even if both sides have tanks and planes and everything, it favors the defenders more since that cap is so open that its very difficult for attacking infantry to cap while defenders can just keep spamming everything they can throw at.
I can name some other bad caps on other campaigns like the first cap of Oasis, first cap of Maiskiy(the one before the river), Birch Grove, St.Lo and especially the open ones like the maps involving the Moltke Bridge.
I play the exact map and the exact cap as German before. There 1 match we have 3 rally point at behind, enemy keep spamming artillery , rockets, bombs and explosive packs. I can’t even get close to the point because of those thing. We lose that point eventually because we can’t even get close.