They should probaly add obstacle that prevent tanks with easy LOS directly at the cap from their spawn zone
They can probaly try putting the 1st cap here and ignoring the bridge as a cap zone
while attacker spawns get further back and defender spawns on the river bank
defender tank spawn should still be the same
But this occupied area is duplicated with the occupied area in another attack direction. Although there is no major problem, the occupied area should be more diverse, which can give players a sense of freshness,And I also hope that the occupied area can be closer to the iconic buildings.
I honestly think it would be way to easy for attacker to get this point then. defenders need to cross the bridge to defend while attackers dont. would be unbalanced
But the defender has an infinite number of resurrections.
Yeah, though objective for attackers. If you don’t cap the bridge in the very first minutes of the battle you’ll likely never capture it.
Yes. 100 %
I actually find this the worst objective (or objectives in Assault) in the whole game.
On both defense and attack.
You’ll survive 10 sec if you play the objective.
Current map layout actually follows one of the many paths real war on 1945 took.
The bridge, even tho an hard objective to get against a good team, was one of the objectives the red army had to took. And was a deadly one to conquer.
Imo, it should stay that way, a hard map to Atack on a pool of Alot way easier isn’t that bad to consider.
Imo, I rather see some diferent cover on ussr side of the bridge, maybe some destroyed vehicles that don’t destroy the ussr vehicle path, but can provide good places to build a rally.
The side bridges, or even the river can be used for a effective flank rally if used effectively. Making that point kinda easy to get.
one way for this to also be solved is reintroducing FF for arty and mortars Indirect Friendly Fire - Suggestions - Enlisted
It was a bug not was intended
Yeah and if a bug is good and beneficial they should reimplement it
a bug that had been in the game since OBT launch it also made sense and put a large limit on indirect squads
isn’t though… the reason why smokes artillery calls were made though?
heck, even mortars can lay down smokes.
i mean, i don’t mind having some changes, but… we can’t just change everything for the zerg rush and still overshadow smokes.
at least imo.
( p.s. it is a difficult a point, but that’s the challenge innit. i’d think. )
one way to make smoke better is giving smoke arty it’s own queue since as it stand killing them with normal arty will always be better
Yes, I also like this bridge, so I just want to move the occupied area a bit,but don’t leave the bridge.
No, this is foolish, it will seriously affect the game rhythm.
I really do not like this suggestion.
But smoke bombs are not very effective now unless the smoke effect is enhanced.
But it’s obvious that most people want change.
and how would it exactly??