Fixing normandy

Playing as the Germans in Normandy is like trying to roller skate up a very large icy treadmill moving at 30mph while trying to dodge m8 rockets left right and center, you can try as hard as you like, you might even be a great roller skater, but, in the end you’ll lose.

The Normandy campaign is no in no doubt awfully unbalanced, and I know a lot of people won’t like to hear me say that, and say that the Germans just aren’t playing right, but they’re all wrong, this is an online game, with braindead AI, and players aren’t just miraculously going to start cooperating, and epic coordination is most certainly not the reason for the success of the players playing Allies. So here is my suggestion.

Don’t take away from, or nerf the Allies in-order to give the Axis an edge, level the playing field by giving the Axis a better chance at survival.

Take Invasion of Ver Sur Mer (not sure about the spelling) for example, in my experience, this is the most unbalanced campaign of them all. Starting off on the beach, this is likely the Germans best (and in most cases only) chance at winning, since it is the only reasonably defendable point. After that, it becomes near impossible, this is largely due to the fact that the allies spawn close to the capture points, much closer than the Germans, and the Allies can easily call artillery on the capture point to clear out any threat before they proceed, then it is also the problem that the allies can come from almost any direction, and there is less than adequate protection for the German players, and, it is not helped by the fact the Germans have to focus on protecting the little circle. One of the other large issues is, the capture radius extending to the point where it is beyond cover, on the side that the Allies are advancing from, meaning it is near impossible to defend there, and if you attempt to do so, you will very rapidly be blown into smithereens. This was just a few examples.

Now, my suggestions for fixing Normandy:

  1. Move the Axis spawn points closer to the CP, this way, players can have more quickly get back to the fight to defend the CP
  2. Decrease the amount of reinforcements gained by the Allies if they capture the points very quickly, this sort of goes against the idea of not taking away from the Allies, but in this argument I’m not letting it count, since the Allies can still use their weapons and goodies to their hearts content, it just helps the Germans actually stand a chance in the fight
  3. Shrink the CP radius, this way, preventing the point being captured by someone sandwiching themselves between some wall and the CP border, and just making the CP more defendable in general
  4. Provide better cover for the Germans where it is adequate
  5. This point is one I’m unsure of myself, since I think for the most part this is balanced (apart from one or two examples) but I’m mentioning it anyways, give the Germans better equipment, the reason I say this is mostly from my experience fighting against Shermans, the Sherman’s have much superior armour, and movement and rotation abilities than their Panzer counterparts (taking into consideration similar levels), and Allies also have a much more powerful anti-tank infantry weapon, (taking a Sturmpistole to a PIAT fight is like taking a nerf gun to the cold war), but apart from those examples, I find the Germans to have very good weapons, hence why I do not want this to be a major point in my suggestion (even though ironically it is the largest in terms of text)

So those are my suggestions for improving/balancing the Normandy campaing.

And one last note, for those players who always make the case that, “this would not be realistic”, this is a video game, where a soldier can patch himself up in 8 seconds after being shot in the chest, and it is also not accurate that everyone can shoot as accurately as they do in game. And for those that claim things about historical accuracy, remember that the invasion of Normandy, while seen as a success because of its tactical importance in the context of the war, it was still technically lost by the Allies - it was not a successful invasion. So technically, it would be more fair the campaign to be unbalanced towards the Allied side. But any unbalanced campaign is no fun.

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You’re right, the problems are in the attack/defense balance and the cards.
It’s worth reworking the cards and the number of tickets/capture speeds.

This is already in the game, it’s called building a fucking rally point, Jesus Christ

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Do you not grasp the basic mechanics of the game?

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Axis has been a little better this few days, maybe some experienced US main gone Africa. My win rate in Axis is climbing, but still far from Allies, I didn’t lost a single match as Allies in the past few weeks

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I admit I didn’t read the OP. It’s probably a copy paste of one of the hundreds of rants on Normandy “my chosen faction can’t do this well, please buff, and or nerf the other one”

Normally I’d just add this to the long list of why I’m not interested in this theater.
But.
The new upcoming map… Intrigues me. So many buildings. That can protect from bombs. That, judging from what I see in Tunisia, are probably very well detailed…

Yes… I’ll finally give Normandy a go.

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You’ll probably hate the carbines, assuming you’ll play allies, though one one OPs suggestion is to lower the distance of axis spawn in invasion without realizing that rally points exist

Oh, oh! I’ve read in the last dev post that carbines received a much needed buff to their recoil (they should kick less)

Aren’t they behaving better now? Because my soldiers
in Tunisia… Will have lots of those.

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At certain points the defenders run to the point more than the attackers. Maybe it should be the other way around?
Example - the third point on Waugh’s ruins(I do not know the exact name in English, a dark map with marshes and a church on the second point) in the house. The attackers run from the church, and the defenders through a long forest, where you can’t put respawns, so they will be destroyed by the first missile.

Built a damn rally point then since you can build one, on average, 50 meters away from the point which is much closer than the 100-200 meters away that the main spawn is

Carbines already Kick less than the garand atm which is a welcome changes that they did earlier in the year it used to kick more than garand

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A forest without houses. Your respawn will be broken. I’ve been through this dozens of times.
If it makes no difference where the standard respawn will be, can move it attackers 100-200 meters away from the points. You say yourself there is no difference.

You can always put sand bags infront of it, or put a better hiding spot. Hell I almost always have extremely aggressive rally points on invasion as they are almost always directly behind the point that will stay up incredibly long without houses with my favorite spots for rallies are trenches

I meant a very very recent change:

Weapons

  • The Lee-Enfield No4 MkI rifle is issued with the No4 MkII bayonet in the “Battle of Tunisia” campaign.
  • In the “Battle of Tunisia” campaign a shovel can now be purchased for bronze weapon orders.
  • Engineers’ Bundle now includes a shovel instead of a knife (currently in the “Battle of Tunisia” campaign, only rank 3 engineers in their respective squad).
  • Carbine series ( M1, M1A1, M2, M2A1): reduced recoil momentum by 20%, improved control of the weapon when firing multiple shots in succession.

From what I read, carbines can FINALLY shoot multiple shots in rapid succession while being controllable. It SHOULD have been implemented at the same time CBT Tunisia became OBT. Haven’t tested it yet (I’m very deep in the forest, don’t ask) but can’t wait to once I’m back.

Buddy, the bags will be destroyed by missile spam.
I understand how to make respawns, but at certain points it is difficult. Also, I still don’t understand why the defender from the standard point runs longer than the attacker?
Did you read my post? There all agreed with the arguments given, regarding the unbalanced sides of the attack and defense.
I played 3 games today on Le Bre on offense. 15 minutes each, win. The opponents didn’t stand a chance.
I’m willing to attack the Americans and win with a much higher probability because it’s easier.
If the developers gave stats, it might convince me that I’m wrong, but so far I see attackers getting 250-330 tickets per point in Normandy. There is no such thing in Moscow or Berlin. It is very easy to attack

I know but here is a secret to CAS, they strike in rather predictable routes which is mostly around the main spawn, and yeah I don’t usually hide my rallies or protect it much since my main priories are to get it up ASAP and get my ass to the point because I know for a damn
Certain that my axis comrades will abandon it

Good to know since it means it will have, m1, around 54 vert recoil as a base and around 45 fully upgraded

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I have to admit i havent played enough ver su mer as axis but i think their spawns are atleast close as allies ones

This map is good example where I feel im FORCED to build rallies in every objective except at first one cause there isnt enough time to build one

Personally i dont even bother, after bombs got nerfed spawns get rarely destroyed by planes. And i build lot of rallies, literally 10 times more then other buildings combined

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well, i’d suggest you to go for the 'muricans.

with germany, eh… it’s… very different.

not saying that germany always lose, because normandy it’s the only campaign where i have good win rates and god tier equipment, but the op is somewhat right and wrong about it.

although, with the americans for experience is somewhat fun and " better " ( outside the old placeholders that are now stucked forever in the line up ) .

but, this is just me, and you are free to play what you want of course.

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Reddit take tbh, this just reads as ‘make the game easy for me because I’m bad’

I wish stats were visible so we could ignore suggestions from bad players

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