I think a simpler explanation is that the majority of the infantry players have tunnel vision, and a rapid respawn dependency in this alleged pursuit of the objectiveā¦
ie. IF the infantry was better at defending their AFVs perhaps these would venture out of the greyzone.
The tank in infantry support is a direct fire platform that has two roles in the game, irrespective of historical accuracy, since the game does not set the conditions well for this, the first is to kill the other AFVs and the second to suppress enemy infantry with direct fire.
One of the biggest issues I see in games is the lack of flank protection, whilst here will generally be a bot assisted pile-on onto the objective, the flanks are left open. In many cases I see AFV fulfilling this role of flank protection as they try to not only provide direct fire spt into the objective LOS permitting, but equally conducting flank battles in their own right.
Most maps artificially induce this scenario, not only with their objective set up, but also the terrain on and around it.
I think the core issue with tanks and aircraft in the game is that they take away real players from the bot farm, and thereby reduce the pressure on the objective itself. When the real player population in the game increases - as they polish it up from BETA to whenever it enters release - the issue of player bleed to supporting arms will decrease.
Iāve experienced this as well. There is certainly an initial period of kill farming, but when you fight competent Allied teams on Normandy, they will always have at least 2 aircraft in the air, which once again if theyāre moderately competent will bomb the tanks quickly enough.
My Tiger in Normandy rarely gets more than a few min of sniping. A capable allied player will mark me and then its bombs and rockets incoming. The terrain is so shit on that map, that no tank has any chance of evading anything⦠The smart radio op will blanket the German FP with smoke to buy time for the allies to get through the beach and set up spawns.
Its just a matter of MM draw whether you get an allied team with enough high level players, who quickly understand the situation and take the initiative to begin reducing the backbone of the defence.
It would be good if the allied engineers could clear lanes through the tank traps and wire for the infantry to follow up. They will need to import the explosive charges from Stalingrad to do this.
I have experienced that exact counter you just described. But again in my experience it is only about 10% of the games where this applies. In order for the allies to counter a tiger on the hill on D Day, I believe they need at least 2 competent players who understand the situation, one radio and one plane. But the scarcity of competent players makes this rare. If you ignore the tiger (one player), 75% of the allies cannot make it off the beach. If the axis have another competent player running guard on the point, the allies are effectively doomed for that match.
Well its always easier to defend than attack, the Germans donāt need a Tiger to harvest kills, the PzIV is just as lethal, but equally its just the luck of the draw in terms of experienced players. Its a lot harder to hold the beach if the German players only have the initial AFVs like the Sdkfz234/2 or PzIII. If I spawn my infantry squads to try to hold the objective, many a time we get flanked and overrun because the other players donāt have the big cats and the US deploy a Jumbo which ignores everything frontally until it meets a big cat. (an whilst a good player can try to drill it through the MG port or turret ring with the lower class AFVs, most wonāt survive the RNG dependent exchange)
Yes I understand that, the tunnel vision thing, Itās not something thatās unique to enlisted itās something Iāve experienced in many other games like this, and they get annoyed when theyāre basically cock blocked by being killed on the way to the objective by a tank or a plane.
Tunisia is my favourite campaign largely because most of the maps appear to have been designed with infentry and tanks in mind, essentially they will support flanking because of their layout, and on those maps you can take a machine-gun team or Iāll take my radio team onto the flanks and get quite a few kills using them often as many as I would get if I was in a tank just by placing your weapon in the right spot.
Precisely, I havenāt really gotten suck into Tunisia just yet, Iām finishing off Berlin atm - focusing on KT (P) and IS-2, but it will be next.
From what I have played in it - only lv 11/15 Allies/Axis, this theater definitely demands much better inf tank coop. Also given that its sand everywhere, entrenching tools are an absolute god send as you can create cover if you get caught in the open. I just wish that there was an entrench command for the squadā¦
Increasing the XP/Point reward for capturing the point for infantry is one way of encouraging players to seek the objective i.e. 500 points per capture instead of 100.
For the defenders give them a bonus of 500 points for each uncaptured point at the end of the match, may be limit the bonus a defender gets if they been whoring lots of points in vehicles etcā¦
Frequent position changes and having hard cover nearby to interupt enemyās LoS (because of markers) works quite good for my Tiger to avoid rockets and bombs.
Totally agree there are exceptions - vehicles have their uses and are absolutely integral to the game - Iām not knocking them as I love using them too. I can spend half a match in tank defending points - but if weāre not getting anywhere I get out. But Iām talking about the very common instances where they arenāt used to help.
Camping a tank covering an access route to a point - yeah absolutely. And I agree they canāt be in the thick of it - but if your team is struggling to get on the point, donāt get in a tank or plane.
Thatās why a large part of my post was encouraging the objective.
Maybe even buff xp for vehicle kills in a vehicle while reducing infantry kill xp. If your in a tank or plane, go looking for the grey zone campers etc.
But the problem is the frequency of matches where nobody builds rallies or attacks a point is staggering - especially assault/conquest/confrontation where multiple rallies is a must! Maybe allow 1 rally per squad rather than one rally per player too (going to add this to my original post).
Also the frequency of lost matches Iām practically the only player with significant objective kills, captures or engineering score - even when itās not a bot heavy match - and am outscored by someone just for having double the kills/assists.
Honestly, a Sherman HEng the bunkers in Normandy is more useful than the Stuart drivers who try to get to the bunkers and⦠die while figuring out what they actually wanted there.
The same goes for th Obi-Wan tankers on the German side. The Anakins always fall at the beach.
No, Like it or not a good tanker can make your life much easier. Same for a bomber.
If they want exp then they will try to win and if they donāt, then reduce it or not wonāt change anything.
Sure they can give us more point
I would love to see that but I donāt think they want to add it, itās not really that simple and people can actually span those mark for free assist but again I like the idea
You donāt really want this, if right now your team has 1 rally and your enemy has 4 in that case sure you can make letās say 3 rally but your enemy can make 12.
The thing is you had to play with new players in your team or people that simply didnāt care to win vs an enemy team full of high level players that made rally points and focused on objectives.
Iām sure you get the point, what you need is not extra exp or things like that, you need a team of players like yourself that focus on objectives and rally and nothing can give you that but a real matchmaking system.
Sure they can punish bad tanker and give extra exp but at the end of the day you will be in this forum wondering why enemy still has X2 rally point or squad of 4 peoples focusing on the objective while your team canāt even defend a single objective for more than 2min.
i would lower the distance on that and I would only give about +5 points because itās really easy and you could rack up a lot of spot assists really fast. With the distance being really high you would also encourage people to just spam spotting in order to get extra points making this lower would also encourage people to give more accurate information which would be more actionable in the moment
Spamming any spotting mechanic could be resolved if it actually tagged a target rather than a location.
The mechanic could just work similar to shooting but with more lenient accuracy - i.e. a larger hit box. It could then track the target and maybe just remove the flag sooner, or shortly after losing line of sight.
You could tag either down sights or via binoculars for more accuracy/longer tag duration - or maybe even exclusively down sights or binoculars. Would add more purpose to the binoculars too for sure!
Tank marks should last longer as you can usually hear them and in reality you could probably tell where they were anyway.