can you do clarification for this?
does that mean that we can have 5 assaulters I, 5 assaulters II squads in rotation? or is that for premium? or will just soldiers from squads be kept?
The game is already stacked heavily in favour of the defenders. They have infinite tickets, and they can simply just force any game to turn into a game of attrition and win that way as a result. The only thing Attackers can do to counter is to constantly rush the point and try to overwhelm the defenders. However, a competent defending team will still beat a competent attacking team 9/10 due to the nature of the game.
The whole basis of a molotov is that it creates a puddle of flame that will set enemies on fire, even after the initial impact. Otherwise its just a less powerful grenade that nobody would use.
Again, same as molotov. One of its two main functions is area denial. I don’t foresee them removing that.
Doesn’t matter.
- It can still be called in from any radio operator, even if they are safely inside a bunker (unlike mortars)
- Unlike the bomber raids, there is no way to prevent it from coming in.
- There are no fortifications that survive hits from artillery. Even Czech hedgehogs are destroyed.
- Using it to bombard front defenses has absolutely no counter especially when being used from the greyzone or back of the map and never having to show their face.
From my experience in the beta, it was acceptable. I think most people had an understanding that this wasn’t supposed to be a strict historical atmosphere like with a mil-sim, yet they still had somewhat of a balance with this, putting artificial, or more so actual, scarcities on prototypes or lesser used equipment at the time through Premiums, then Events, then BP. Uniforms actually got somewhat worse when time went on: removal of insignias and patches, removing of webbing and gear, and we still don’t have a system where the weapon equipped would determine the webbing on the uniform. Due to the campaign system, most things were understandable weapon wise due to being within the time the battle occurred, until they started adding stuff that didn’t. Ultimately, we had an alright balance of HA and arcade gameplay, though we stray further from that until what we’re getting now, where they decided to choose arcade gameplay over maintaining the balance.
kinda speaks for it self, doesn’t it
i mean, you are welcome to join and aid in such HA quest that you claim and believe so in.
through out the editor.
i think there’s a good reason why the game it self moved away from that.
( whether we like it, or not. maybe with some data or evidence we could bring it back. but doesn’t look like atm )
Thats not how molotovs work irl. Or we could just add EMP grenade for the same “why not” reason
Thats not, how flametrowers work irl. Or we could just ion cannon for the same “why not” reason
You can do the same as defender
you can’t have more than 8 infantry even with premium, without premium it’s 7 infantry 5 vehicles = 8 slots total
From my experience, I heavily disagree. They many have infinite tickets, but that is not the limited resource that they are supposed to focus on. Instead it is the objectives.
Attackers have the advantage of being able to attack from multiple angles and can capture objectives (in invasion) that the defenders cannot get back.
That is literally the entire point of playing on defense. (In Invasion Mode) they have no way of pushing back to other objectives like they do in confrontation. Meaning the ONLY way they can win is by bleeding the enemies tickets.
How often do you actually see a “competent defending team”, because it is EXTEMELY rare for me.
As far as defending goes,
- the defense is not told in advance WHERE the next objective will be located, they usually have to guess if they wish to set up in advance.
- there is no time between when an objective is taken and when the next area opens up, making attackers often times able to get there before the defenders even do (especially with the introduction of paratroopers)
- there is usually no time to set up an adequate defense when the objective in question is being attacked. The second that sandbags or wire start popping up, every tank and assaulter focuses on killing that engineer to stop fortification.
Mines would at least allow some time for defenders to set up.
Well since it is faction specific, no. But it’s not like you can’t run two assaulter squads + 2 MG squads + 2 flmethrower squads right now. And the rotation resets after the third squad anyway.
I’m not focused on how they work in real life am I? I focused on how they work in the game.
If I was focused on how things worked IRL, i would point out that MINEFIELDS ran for MILES. That they were (and in some areas still are) a main source of defense for an area.
This game is still growing and evolving and this new update is gonna really shake things up;
Will this new meta be liable to change overtime?
Or would there be new meta(s) that replace the one that is about to drop if that’s how development went in the future?
Or is this new meta set in stone?
So now you understand, that mines couldn’t be implemented in game, unlike molotovs and flamethrowers?
What?
My point is that molotovs and flamethrowers can be gamebreaking OP yet are included in the game.
Meanwhile mines, that IRL went on for miles, seems to have trouble with setting even a small patch of them.
Flanking is not an inherent advantage to attackers, defenders can do it as well and if done well, you can effectively spawn camp the attackers. The not being able to recapture a point isn’t as big of an advantage as you think, especially considering how scuffed the tickets regained by attackers can be.
I am just saying that this is significantly easier than coordinating a rush onto the point that is fast enough to overwhelm the defenders that the attackers have to pull off.
How often do you see a competent attacking team? You can’t balance based on the skill floor of the playerbase, that leads to disastrous results as the Germany tree in War Thunder demonstrates. All balance must be done with the skill ceiling in mind so that you don’t get a situation like that ever again.
While defenders CAN do it, it is generally less effective, as they then have to focus on the entire back line. While in comparison, the attackers only need to worry about the objective and entry points to the objective.
Very often actually! A very large contributing factor to this is how many times I see the scoreboard and many players leave when they get put on defense. In comparison, the only time I see attackers leave is when there is a competent defense in play.
The simple fact remains that when comparing players that will stick in and play on defense, vs those that only play offense thats where numbers seem to get skewed.
As far as a question for the original topic:
Will defenders be getting some game balance changes in this update?
It’s hard, buddy. The principle is simple - the player must be able to play the game. This applies to each of you. The more rules and restrictions, the more dissatisfied players who want to play their favorite squad.
I’m not even talking about the fact that the person who bought the premium squad (he paid for the servers, the artists who created the squad, the programmers, and even my work) wants to play on his premium squad.
I have a question, will Italy and Germany be merged? As well as Britain with USA? If so, if I would buy Italian sabre off the event, would I be able to use it for German troops? I just like Italian sabre more.
Well. The overnerf or do-nothing thingy is getting pointless though.
That’s a problem with the playerbase, not a problem with the game itself then. Balancing the game around the how the playerbase is currently acting also leads to disaster as we see here. You don’t need to buff the defenders, you need to convince the playerbase to play the defending side more.
How about those of us that wish to play as engineers and build up defenses for attackers to push into?
- We already have the issue where defenders can’t see where the next objective is, so we usually have to guess.
- Attackers are able to push the next objective immediately upon capture, further reducing any time we have to try to set up.
- Grenade pouches are a staple item and are especially useful for attackers, yet mine pouches are nowhere to be found, despite that they function mostly for defense.
Where is the balance changes for players that like to defend?