(This game is more and more elements similar to RO2…
Now attacker get:
ticket limitation
fixed initial ticket count
dynamic ticket cost per mission
dynamic ticket resupply per stage/mission
total match length limit
lockdown timer per each stage
And defender still literally has no limitation or any kinds of resource management???
I tried death 30+ times in one match as defender and I was still able to respawn.
Dont let the defender eventually limit them by respawn distance. This is not funny when no one knows who is actually attacking the point.
RO2 still has:
Different respawn interval for attacker/defender. As a defender, you may have to wait longer.
Different respawn tickets for attacker/defender
And even:
Attacker can use/have more tanks than defender.
But defender has easy access to the sectors. More advantage at getting in good position for defend.
Enlisted’s defend:
118m from the spawn.
Actually, defenders have to run as far as attacker.
Enlisted’s defender only has ~30s of direct spawn into sectors. While other time, they actually has the same distance as attacker (same rallypoint distance limit as attacker)
So defender literally has no advantage in defend position as they should have it.
Well the timer is for a single point, so it doesn’t even matter anyway right now.
I mean 45 min per one point on train station, that’s like 3h of match limit. It’s either bugged, and it was 25min match timer, which woould be stupid, or it’s entirely pointless.
Defending is so unbalanced because all the balancing is made by making cap times longer or shorter.
But it’s based on statisctisc that devs gather.
So if a large porion of axis playerbase moves from Normandy to Berlin, it becomes unbalanced garbage again.
Also no matchmaking, so if You get stuck on low level team with maps that have 2 min cap time it’s pointless to even try.
I would like to see defenders have their own tickets as well as that would also discourage kamikaze planes also defenders will have to use their brains in some situations whether hold the cap to the death or tactically retreat to a better position or else they will have no reinforcements on the following caps making the attackers cap the next points without any resistance.
We need to change the invasion format as well like allow some maps to have more than the standard 5 caps like Koenigsplatz could’ve ended at the roof of the Reichstag itself if we have more than 5 caps.
Yeah. I just want the game has more interesting distinction between attacker and defender.
Game should give them more different features like asymmetric resouces. (tanks/planes numbers. respawn interval, tickets, etc)
It’s another thing I want to make in another thread.
Custom mission settings. Rather than current forever 10vs10, forever 1000 tickets as attacker, forever 5 points…
It should be, some maps is larger, so more than 10vs10. Some maps is shorter, like only 3 sectors. Some map has mixed invasion/destruction sectors(RO2 has mixed missions within one match).
That timer is very, very lengthy. All its there for is to prevent a game from lasting indefinetly because all of the attackers decide they’d rather force the defenders to play hide and seek in the grayzone instead of actually attacking the objective. Essentially, its guarding against an “exploit” the attackers can use in a situation where the defenders have no way to bring the game to a close without interacting with the attackers.
The tickets meanwhile are the defender’s primary win condition, not really a limitation on the attackers. Successfully stop enough attacks, and you win. Without either a ticket limit or time limit on the attackers, then the defenders just couldn’t actually win.
The attackers don’t need these sorts of protections, because if the defenders do nothing, the attackers can win very very quickly. They have an objective they can pursue independent of defenders choosing to participate.
If the defenders also have tickets, then things can stall out into a deathmatch style of gameplay, where both sides are trying to not die, and no one touches the point. It makes “hide in the gray zone” not just a way to stall for the attackers, but a way to actually progress one of their win conditions since the defenders are likely to come after them. The way out of this is a timer that makes it so idle attackers lose from time out before the defenders get bored, which would need to be much more aggresive than what they just set.
Also, “Won’t run out of spawns” and “Gets to start in the point” are honestly both pretty big advantages. Simply being there first gives time to fortify, set up rallies, and get in position to harrass the enemy before they can do much about it.
My personal favorite is ~15min for a small map. 20~40min for a large map. So, lockdown timer for me is only ~10min (like RO2).
The exploit for defender is still, they can be the one who do reckless attacking. Because there’s no limit for them.
Attacker do can use the exploit (like beloe lake), but if they do it, they admit they are going to lose. By doing so, they lose the match. That’s not really average situation.
See how RO2 does it. Kills inside the sector gives you much more scores than the kill itself. Camping outside kills 10’s score is less than actually killing 2~3 inside the sector. Also defend/attack progression itself also get lots of scores.
And RO2 has a more rewarding system: the more team member stay in point when capture finished, the more scores they get. So, rewarding more players to stay inside.
Also sector itself is much more large, like an entire building. So no need to camp outside when there’s plenty of space to stay inside.
Also make a sector very complex can also help attacker get inside. Since more complex/large a sector is, the more loophole for attacker to get in.
It’s more easy to get spawnkilled as attacker than defender. Since defender can more easily to try to camp outside attacker’s greyzone. (I did a lot of kamikaze with 3 planes a cycle as defender, just no limit, why not?)
But still is. How to make defender “defend”.
Maybe give the defenders a ticket count of 2.000 or 2.500, just as a precaution so that nobody exploits infinite respawns without a consequence
Also that it doesn’t matter if a army irl was attacking or defending from a attack, both had a limit number of combat ready troops at the battle, don’t see why this shouldn’t be the case for enlisted defending team.
Defending is always harder, suicide planes and individuals is encouraged by this game. Putting reinforcements on defenders team will not prevent this in anyway.