Spawnkillings / bombings / etc

After grinding this game a lot for the past week, this needs to be fixed/tweaked.

All players should be immune to plane bombings at the beginning of the match for at least 10 seconds ( or whatever time it takes for planes to reach enemy spawnpoint ). I’ve killed 20 people at once… it seems broken. It’s stupid and cheesy.

Mortar shells should do friendly damage.

Mortar shells should be only limited to 10 shells and not being able to resupply it with ammo boxes. I made 3 ammo boxes and I’ve been spamming the final capture point for 5 minutes with mortar and racked around 130 kills, I imagine the other team was pissed off… I would be.) 10 shells is already A LOT of shells for one to carry around…3 would be more reasonable. and maybe limit refilling ammo 4 times max… dunno, it has to be tweaked…

Grenades should do friendly damage.

Flame throwers should do friendly damage.

Those are all “clearing area” weapons and should have at least some drawback for the balance!

That’s all that comes to mind at the moment, you’ve already addressed some of the issues with the upcoming patch.

GL HF !

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Flamethrowers do friendly damage, u can also kill yourself with a flamethrower.

completement d’accord et idem pour les tirs d’artillerie completement broken, il y en a beaucoup trop, c’est juste infernal. il faut imperativement en limiter le nombre et augmenter le timer.

wait, really ? I’ve been flaming my team mates and it did nothing to them … maybe it was a bug ?

You do have spawn protection for about 10 seconds when spawning in.

Mortars are balanced, yes it is possible to build 3 boxes with ammunition for replenishment, but even those will be emptied.
If the occupancy point is blown up, then even that is balanced and real.
Mortar shells will kill everything and friendly soldiers.

bombing it for 5 minutes straight isn’t balanced. It’s super annoying. Also my teammates were standing in the middle of mortar fire and captured the point while I was bombing it. and I made zero teamkills. If you can refill it, then you should only have 2 in your inventory, not ten imo. Artillery on the other hand does friendly dmg.

well, It should be more then… or maybe make that starting area a safe zone in the beginning of the match… OR just make planes start the round 30 seconds later… that seems like the best fix.

Yes, it may be annoying if the point is occupied in this way, but it can always be solved by destroying the enemy mortar.
Unless it is in the gray zone.

But if the killing team worked, it would be bad. From experience from several games, I have already found that this system has always been changed so that teammates do not go to kill.

It is clear to me what this is about, but it must also be taken into account that it could happen that someone will kill you in the game just like that. And it has already been tested in other titles.

You can rebuild them.

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nop they don’t. Just checked it. Sure you can kill yourself. But I was standing in the blaze of fire from my teammate and nothing happened to me. guess I’m fireproof ^^

Friendly damage, I can understand the argument for that. I’ve artied friendlies a couple times before, and felt bad about it, now I’m more careful about where and how I arty. It’s more realistic as well, you wouldn’t capture an objective you’re currently bombarding IRL.

But for the ammo?.. Honestly man, screw your enemy team, they’re idiots for running into that enough for you to rack up 130 kills. It’s not hard to spawn in a stuart/puma and go track a mfer down and ruin his mortar nest before trying to run into the capture point.

It aint just mortars man, I spent one whole game machine gunning the same couple players for about 100 kills in a Puma for 30 minutes without moving… Between those couple players, not one of them decided to get in a stuart, attacker plane, build an AT gun, or bring a piat. And apparently, the entire enemy team only had one guy with a single det pack between all of them, because that was the most resistance I recieved. Occasionally one of those players would activate neuron, and try to hit me with the one det pack he had in that squad, successfully sneak up on me, then ruin his attack by not cooking it at all. Most of the game was pointless running through my machine gun fire at the same point over and over again, with literally zero attempt at any other strategy. Even just spawning at the other spawn point and letting us have this control point, while they take the other 2 would’ve been a good counter, I woulda had to get off my @ss and go somewhere else (someplace that wasn’t so open and easy to mow people down at).

And I’m pretty sure these are the same players coming on here to call tanks OP and demand tank nerfs. Meanwhile, I’ve had games where I get shut down pretty quickly in my Puma by really good players, and I often shut down enemy players with nothing more than det packs, so personally, I don’t think tanks are that bad to deal with, even without fancy tools like AT guns and piats/sturmpistoles.

You need to really take a step back and figure out if what you’re calling unbalanced truly is unbalanced, or if you were just in a game where a team was espescially stupid. Keep playing the mortar like that, see if anybody starts having good plays to counter your mortard behavior. I’m willing to bet eventually you’ll get ran over by a pissed off tank player rushing behind the line to take out your supporting fire, or get counter batteried by smart enemy mortards or radiomen, and probably get shut down more often. Then you’d have to develop your own shoot and scoot tactics to get around that, like real indirect fire teams IRL. At that point, it’s not an unbalanced gameplay mechanic, rather it’s a valid weapon with a valid counter, and it’s on the enemy team to come up with strategies to invoke that counter. If they don’t counter you, and instead rush the point the whole game, taking HE to the face, well… That’s more on them for practically giving you the 130 kills.

An easy fix for the Spawn killing is - Rather than have all squads spawn in a single or in two different points, game should draw a frontline at the start of the game and spawn players randomly on it. It would eliminate a single concentration of troops without the need of adding spawn protection. Even if the enemy decides to bomb the spawn it will have much less effect since the soldiers are already spread out on the map.

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Tanks are great in my opinion ! also, really easy to take care of them if you pay attention, but also you can deal a lot of damage with it. In terms of balance, they feel awesome ! If you know what you’re doing on either side of the team, you won’t have any problem with it. I sincerely hope that they don’t mess with tanks and balance…

" Honestly man, screw your enemy team, they’re idiots for running into that enough for you to rack up 130 kills" …

Here’s the thing, it was the final capture point and they HAD to be there to stop my team from capping. Especially since it was in the open and they couldn’t hide indoor ( Normandy Omaha beach ). And there’s no way they could have known where I was bombing from, cos I was 200m away in some random ditch. I dunno, I imagined myself being on the other team, and I’d probably alt+f4 ( or spend time searching for mortar squad while we’re losing point - depending on weather the game would let me step into enemy territory or not - “return to battle” bs ). I just feel like it’s waaaaay too easy… I needed no skill at all. Also is there a way for them to tell where I’m bombing from ? I imagine not, which makes sense… but also makes this more problematic. Mounted MG42s have a good balancing - SUPER deadly + unlimited ammo, BUT if you shoot it down you can’t use it anymore and that’s great imo.

I did this few more times, and just completely gave up on doing it because it was just too cheesy. Now I just shot 10 rounds and move in.
I was also in a match yesterday where my teammate was doing the same thing, and oh dear lord was that annoying as hell. I was standing in the middle of mortar fire for 550-ish tickets and just was killing off people that were crawling.

Dunno, I’m trying to be objective as possible especially since I was the one “abusing” the system… Should be tweaked imo.

sorry for the essay :smiley:

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Well, unforunately invasion games tend to be one sided, and as for Normandy… Well Normandy is a map BUILT around cheese to give you that authentic Normandy experience, lol. It sounds like you were doing this as the allies.

Well guess what man, the Axis on that map can also just shut down the allied team and spawn kill them on the beach for all 1000 troops, preventing them from ever taking a single capture point. It’s not a map designed for ANY kind of balance. I’ve seen so many posts criticizing a tool or weapon in the game, and then go “Well such and such happened with this on Normandy”. At this point I just fullstop say Normandy is the problem in a lot of these scenarios. Even invasion game mode, any other invasion map, it’s at least open enough to go hunt for support troops past the front line.

Personally, I don’t think ammo is the problem, that seems like a ham fisted balance method for this. So to would be any number of other nerfs, like range or HE damage. And I often see these things get implemented as the way to balance mortars.

Rather, I think the best way to balance mortars is to make them easier to spot and counter battery. Make the shells somewhat visible from their firing point. Give them a firing icon on the map whenever a spotted mortar fires. Give that firing icon automatically to radiomen and mortar men, so that either can call in counterbattery, forcing the original mortard to either get up and move, or stay and get killed.

A good game where this type of balancing worked was Armored Warfare… Before that game went to s!@# and they removed self propelled artillery… Which was a damn shame, because it put world of tanks to shame in terms of how to balance arty.

Basically, among other nifty tools and balancing schemes, the arties in that game can see zones where an enemy arty has fired from. It was usually smarter to wait for enemy arty to fire at your teammates, then light that area up with all kinds of hellfire and splash damage. After taking out the enemy arties, only THEN was it relatively safe to switch targets to something less of a direct threat.

If they implemented this in Enlisted, Mortards could be as devastating as they are currently, but will be hampered by good radiomen and enemy mortards, and to be effective at all, you must shoot and scoot, which is a real skill.

Normandy is poor on cheese especially on Landings part you can get away rom beach just flank right side even tanks can due poor map design!

Anyway seems that majority of normandy maps are poor design!

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