Playing invasion the offensive team is at a major disadvantage as you can not in enter the same areas as the enemy. This is allowing players to sit behind the line with a tank and spam with no recourse, as you are unable to attack them on foot without get the message Soldier return to battle.
Yes you can argue that planes can reach out and touch them, two problems with that
From the air cant see a tank (if some else can please tell me how you are able to)
US Bombs don’t do near enough damage. (even though its 200bls as there are 2)
So the areas of which each team are in should be the same no difference giving neither an advantage over the other.
If anything, I thought it’s the defensive team at a disadvantage on invasion maps (at least in Moscow) because of death zone design.
Hell, on some maps the death zone is so close that if you want to place artillery on the way of the enemy, some of the artillery will fall on top of the defenders at the cap point.
That said, I think death zones should be pushed back enough to where either side can spawn in peace, but can also take position ahead or behind the objectives.
Placing artillery directly on the default spawn points or their exits should not be possible.
Your conclusion about an advantage for the defender is not correct, but I’ll elaborate this:
1.
Yes a tank can sit behind the line so you can’t touch them with detpacks.
90%+ they will sit on one spot without moving or at least won’t move more than a cpuple of meter.
So they are very easy prey for your own tanks. In the Normandy campaign this means a german tank will be cmaping somewhere and will essentially be dead as soon as a M8 or M4 spawns. P-38s with their rockets and A-20 (4x500lbs bombs) are also able to deal with such a camper tank.
If you have a difficult time to spot the tank from a plane: Throttle the speed while diving from 2100ft+.
While the tank will only render in at 1200m distance you can see it shooting quiet a bit earlier. With a bit of practice you can kill the tank with the 100lbs bombs, too but it’s more finicky compared to the other methods.
So plenty of ways to deal with suhc a tank.
On the other hand the defending team has to defend one single point where they are more or less bottlenecked. This is a huge advantage for the mortar and radio men of the attacking team. Sit with a mortar in you safezone an let it rain on the capturepoint or better the cover around it where the defenders usually are. The mortar squad is nearly untouchable an racks up 100+ kills easily meanwhile defending the point will be a frustrating meatgrinder.
Bottleneck defenders? the Normandy campaign is a huge bottleneck for allies as it was then, as for the tank camping there has been many times that i have had a tank camp and soon as our tanks spawn they are dead because the camping tanks has a vantage point over the beach.
100bl bombs, i have had them bounce off a puma with a direct hit so they out plus its 200lb as there is two, also had this happen with M8s. I also did say that you could argue that planes could reach out and touch them.
Its is not giving either an advantage nor disadvantage as both teams will have the same area to fight in.
Spawn points should be out of the fighting area as to give protection from both arty and mortor and spawn camping noobs. As there is nothing worse than spawning in and getting hammer instantly
As attackers yes you hammered sorry i was meaning as attackers you can’t drop arty on defending spawn points because you are blocked by the fight area.
yes A20 can hit with force however that stand to reason 2000lbs of ordnance in one spot, so that is not really an issue unless you dont have one on your team.
yes a bottleneck for the defenders. Contrary to the attackers they have to be on or around the capture spot. Well I mean they can also be everywhere but on the cap but these are the games which are finished by a 10 min steamroll. Meanwhile the Attackers have this one point as their target but if they are smart they will be positioned on three sides around it. The Omaha beach is a good example as soon as the first point got capped. The Germans have to defend points down in the valley with allied snipers and occassionaly tanks hammering down on them. Both snipers and Tanks are in blocked areas if they don’t advance to far. Furthermore at least one (untouchable) mortar team will set loose a rain of iron on the point and let’s ot forget about the arty ( and if the arty player is smart he will target the area behind the cap.
So both teams can have tanks and mortars in the blocked zone but only one team is forced to have a presence at a certain point. Why do you think that mortars on the defenders side don’t rack up 100+ kills while it is nothing special to see on the attacking team?
As I said it’s more difficult but far from a trick shot. 1 Pz III N and a Puma with the 100lbs last game. And don’t take the damage cam for serious - what you see bouncing are shrapnels not the bombs even if it’s sometimes shown as a big chunk hitting the tank.
They are protectet from arty. The attacking team can’t target areas which are a bit behind the cap while the defenders can’t hit areas too mcuh in front of the cap (way ahead of the spawns). To protect spawns from mortars they need to be 250m away from the enemie. Have fun walking.
not exactly a bottleneck especially on D-Day as defenders you have the vantage point and it is far easier shooting down hill than up. Then going on to the les bre i think its called you have to points to defend all you need to do is defend one or the other and hold it, which is crap as an attacker.
I still stand by that the fighting area should be the same for both sides and spawns points out of the fighting area, also i would say random.
you know that that vantage point the defenders have are also the weakpoint get snipers and soldiers on the right and left flanks on d-day or every map you kill the reinforcmend from the defenders and only need one or 2 players in the point