well I should say “sorry then” but I just really get triggered when people keep using the same BS words over and over again. “skill issue” has no substance and destroys every possible discussion.
Don’t get frustrated with the comments. You’re simply encountering the village’s trolls that leave nothing but toxic comments on any post that goes against each of their own style of playing.
Keep on, keepin’ on.
yes, so the problem here is complicated and needs to be explained, let me show you some map examples and discuss this like real grown ups… with paint : D
here we have an example of a map where basically everything is as bad as it gets.
both spawns have direct line of sight towards each other AND towards the objective
the grey zone is so too far away so that people can push hundreds of meters past the objective and push close in front of the enemy spawn and camp it.
Tanks can nevertheless stay far back inside of the grey zone in protection while still being able to shoot both
into the objective AND even into the enemy spawn.
this bad example here exists on some maps and makes lots of problems.
Yes i get that. But how do you eliminate that. To break line of sight to be safe, you need bottle necks to leave…in which case you are just going to be killed in the bottleneck
grey zone is close enough to the objective to allow protection from spawnkillings
grey zone is still far away enough to allow for the enemy team to push at least one building further away from the objective to apply pressure and hunt for radios
map design does not allow tanks to shoot into the enemy spawn or into the objective from within the greyzone
map design and greyzone do not allow players to attack tanks and camp them while still inside the grey zone
here to be successful with a tank you need to rely on infantry support and push together with them , the more you push the better your position is gonna be, yet if you overextend you are dead.
you basically have 2 “lanes” of attack- which both give you access to the objective while also allowing for a risky extra flank in order to attack enemy tanks .
Thats sorta what im talking about. You have 2 bottlenecks which can be seen from as few as 2 locations. Still going to be locked in your spawn and farmed as you try to leave.
that is true and unfixable or to be correct “not at all bad”, you can still push beyond the objective, however holding a position that is past 50 meters from the objective is totally fine and less of a problem than running past 200 meters and camping so far away from the objective that it only creates chaos and confusion for both teams.
After all, there is spawn protection in the game. It is invulnerable for some time after the unit has been deployed.
This does not apply to rallypoint and vehicle deployments.
I think that the gray zone is a great idea for game balance anyway.
But they should shorten the time to close the zone around the deployment sites.
axis tank spawn literally need to drive 10 meters and is in a position where it can shoot infantry that get past the hill and try to capture, while also having a big open field 200 meters long whit no cover that allows you to mow down any infantry stupid enough to attack from the left side, while ALSO being able to shoot directly into the enemy tank spawn…
all that while the enemy tank needs to drive across half the map and then expose his side towards the axis tank spawn just to shoot at some infantry.
Here greyzone doesn’t even matter… thats how busted it is.