Guys. Defenders and attackers having the same respawn time it´s madness. Defenders have all the advatages, it´s completly unbalanced.
See as in Red Orchestra attackers have 5 sec respawn and defenders have 30 sec. That´s maybe too much for Enlisted but i think defenders should have at least double the respawn time as attackers
You obviously don’t understand how this game works.
The defenders have no advantage. In addition, parameters like point capture time and number of reinforcements depend on the specific map and side of the conflict. Everything is finely tuned
what? both spawn the same distance, the first spawn timer is 30s for both sides to have weaker PCs to join and all other respawns is dependent on how quickly you die
I would bet that most players win more attacking than defending.
Defenders need to react to what the attackers are doing.
If the all defenders abandon or are cleared from the objective for even a short time,
the point begins to cap. That capping process can be completed in stages, so is much easier
to accomplish than defending the point, even with unlimited spawns.
Depends.
If you take a look at “airfield” in Normandy, you’d agree all balance and logic is out of the question. Allies can get +1200 reinforcements over their base 1000 stocks, so it really becomes a battle between two sides with (almost) unlimited troops. If the Allied team is only SLIGHTLY good, they will win.
защитников тоже должно быть ограниченное количество бойцов.пускай в двое но ограниченное.Баланса нет,ИИ безумие какое-то вообще,появляются из неоткуда ,стреляют через все вообще .С этим надо что-то делать срочно.
curently its fairly well balanced(if in my experience a bit defender sided)
defenders(usually) get a better tactical position and the advantage of enemies having to come to them
the attackers can cap in sections+ get to abuse the advatage that the cap area provides(cover) while capping
I don’t know what faction you play but actually attacker has advantage.
Defender has very little time to prepare until attacker starts storming the objective. Defender has to sit on the objective constantly with some troops to prevent capping (some objectives are really bad that this squad usually cannot fire outside). Large swarm of attackers can simply overtake defenders in waves since defender cannot uncap (or it is so slow it has no effect) some objectives are designed badly so you are forced to fight in the cap zone CQB which makes it easy to capture just by storming it by many troopers at once as this will gradually capture it even if defenders are able to survive the waves. Defender has to react to attacker while attacker can easily sneak behind enemy lines or unguarded flank, set up spawn point within 50m of objective and once attacker start swarming the objective at close from vulnerable side then it is often quick. And once attacker gains momentum from surprise attack and defenders are spread far away then it is often easy to take several objective in quick succession. It is much harder to be defender if attacker is smart. But when they do not flank or build spawn points and only follow straight path from default spawn to objective then they fail badly unless defenders do the same.
yes and that is more difficult for defender. They need to withdraw from battle (less people defending objective for a while) to build them and also there are many maps where there are not many safe places near objective - or they are only too close and then it is huge open area. Defender cannot build spawn on the open because zone around objective gets bombed constantly with arty, mortars, planes etc. so building spawn there is mostly waste of time, while attacker can sneak from unprotected side, pop spawn into a bush and its done. If defenders manage to destroy it, it is no big deal and you can try to flank from the other side next time. While if defenders get their (often only) spawn close to the objective destroyed they very likely lose that objective in no time. I think that protection zone around objective should be greater than 50m for attacker.
actually not really that hard, just need good map knowledge and some sandbags i mostly put my rallies directly behind the point lol and no it’s possible to do both with the sometimes helpful commands since you can go build while having your entire squad on the point then when you have your rally set up; you quick switch, Y as default, to one of the soldiers on the point
I used to cover rallies with sandbags but that often draws attention to them so if I need to place it in the open I prefer small bomb craters, ditches, trenches or dense foliage as last resort.
i think u play Allies on DDay or Ver-sur-mer (Invasion) map right ? yup, in that maps, on the first Capture Point, the Axis is def easier than the attacker. And i agree with u on that 2 maps, but the other maps is fine.
D-Day is pain to defend if Allies flank, build spawn points and snipe MGs. But most of the time they don’t do any of this and simply run from to beach straight to bunkers and cry. I mostly play Axis but I tried it several times with nearly basic squads but I had 1 engineer in each so I simply flanked the defenders and build spawn points close to the objectives and it was pretty easy win.
If the Axis is newbie, so the Allies can flank them and can win, but most of the time the Axis good players will watch out all the flanks (of course) and the Allies is very very hard to win (even the Allies best players).
Since I have been playing Normandy axis I find most of the time my spawn is inside a bunker or house and cant even get out to mount a defense. When I do finally manage I get shot up from all directions losing my first squad with no gain. Seems to me attackers spawn first and have a huge advantage on most maps. Basically defenders are forced to remain static whilst attackers roam all over the map. No advantage in defending unless you win the first point. Once you lose the first 2 your pretty much lost as attackers will swarm the map while defenders have to get back to a choke point under fire. In some cases you have attackers skipping a choke point and head to the next so they are already in position.