What's wrong with the 2 traditional attack-defend modes?

Yeah, first invasion mode like this:


Very hard for attackers.(I mostly join soviet side) They have all kinds of limits, but defenders almost have none. This modes need a lot of investigation of balance. But at least I saw some times germans do win.
This mode I just find out today, which is “Assault” (mode where you need to take control over strategic sectors (groups of points) one after another.)

Like wtf,

  1. fewer points/sectors, so much more easy for attackers.
  2. defenders (in this map, this case) spawn wayyy too far from the sectors. Almost remind me of those RO2’s maps.
  3. 1000 reinforcement is mostly way enough for attackers, so, in this case, attackers also have no limits.
  4. You don’t adjust the tickets accordingly to different maps? ONLY 5 sectors! Why it has the same tickets like the long and time-costly 6 sectors invasion map?
  5. This map is more small than the invasion’s one, so more easy for attackers.
    In the end, attackers always have more tickets left and win without difficult. Defenders like playing PvZ, endless mode, can not win by eliminate by tickets. And there’s no time limit for attackers, so, really ENDLESS defence, without hope.

    One is defender-favored, the other is attacker-favored.
    Most game can handle well this traditional mode, and it’s the game’s main gamemode. But why, in Enlisted, this mode looks so awkward?!
    Why so few limitations, and rough balanced level design.

I’ve always seen both modes as being balanced. Also, they START with 1000 tickets. You get tickets upon moving the front forward as well, so theres more tickets for attackers in assault mode.

Assault feels just about right for me (except for maybe a shorter timer for when soviets hold both points that are open) as the soviet side can counterattack and recapture zones. They are simply not used to having to counterattack on a push map, so my guess is that’s why they lose.
1000 spawns on invasion is just a small but too little to really reach the 6th cap point unless you steam roll. Combine that with chokey capture zones that take ages to cap, soviets having infinite respawn and grenade spam being a thing, makes invasion an uphill battle, while assault is about fair.

Invasion is well balanced, I managed to carry the German team win in April, and this time I am trying to make it happen for USSR team. If you, the attacker push in a way with speed and flank the next point, easy to capture and win.( but most of the players won’t have such will to push, so we call it passive-attack, we need active-attack)

As for assault mode like your photo suggesting, it is bad with balance, it is too easy for attacker and too hard for defending.

Over all speaking, it is not well balanced cause it is now in Closed Alpha Test, and if they didn’t correct/modify the tickets of spawn and the map design, then just criticize the DEVs.

Lets just note how 4 people have responded and each of the 4 have stated different things about which is balanced and which is unbalanced XD. Honestly to me that just means that its probably balanced and people need more time with it.

The far from ideal one is the Invasion one (the second cap being 2 different points), this one based on its nature throughout the different open tests showed that whom is in the defending team is more likely to win, it is because of reasons & I believe its the flow of the mode than anything else.

That mode need some frequent changes to it to see which concept would handle it better but the problem is that you need a big sample to make sure that its the design/concept that is not working than the players (with this you could put it too on players but I don’t see it being the case), its not that German team cannot win but sure the win rate is mostly one sided.

You need to make spawn time longer for DEFEDERS!!!