As i noticed so far the balance in some aspects are in need of improvement:
In the invasion gamemode where one side needs to push and capture objectives, and the other defends, the defenders have a very hard time holding onto objectives. Often happened that the enemy managed to get to an objective before our team and almost captured it, this means that an enemy just needs to step inside the zone and they instantly captured it, which is not fair and gives little chance for a comeback or just to generally defend objectives for the defenders.
To even have a chance to win the defenders need a lot more effort than the attackers who just needs to rush in the zone and slowly cap it all the way even if they die multiple times doing it.
Also I noticed that acquiring equipment and weapons is very tedious.
I have many squads, but i can barely equip them with even basic necessities like medkits, not to mention grenades or explosives, or dare i mention, different weapons than the free ones you get.
I suggest that the defenders are able to “de-capture” objectives if they are on it, so they have an actual chance to win.
As for the equipment, i suggest that you make basic items more available, so my squad with every upgrade wont run around without medkits and with the starter weapons.
I somewhat agree on items such as grenades, however regarding invasion mode, my experience is quite the the opposite, in fact, its usual that attacking force suffers heavy losses even on attempt to capture first objective.
There are also certain capture points that are easier to storm than the others (thus, some are far easier to defend and inflict further losses (usually its 1st, 3rd, 5th. It really depends on the team you get. Sometimes we stormed through all defenses, sometimes we somewhat win and like 50% of the time we lost on 5th point due to heavy losses inflicted earlier (all as attacking side).
So from my observations so far, invasion mode often depends on the quality of team you have and its ability to use potential of each location to maximum.
May I ask you what campaign level you are on?
As at some point you do actually get enough stuff to equip every soldier and then you are just left with surplus. Not this kind of progression is pretty common in F2P games.
Invasion points take quite a while to capture and generally are pretty easy to defend with a capable team. Allowing recaptures would make it nearly impossible to win them.
I doubt we are playing the same game buddy. I rarely have any issue defending in invasion. The win rate for Soviets is easily more than 75%. And the defenders with unlimited respawn already puts the Axis in a disadvantage as they are limited.
Depending on how good your teammates are, it’s an easy win.
As for equipment, I do agree about the guns and grenades. The logistics is a very flawed system. But after a while you get enough to equip everyone. At the moment I am running out of slots for equipment.
My experiences about the invasion gamemode might be dated, i didn’t managed to play much.
But back then what i was saying was true, maybe people “learned to play”, but the first objective was always a hit or miss, it or got captured in 1 seconds, or the defenders managed to hold onto it for a while and do good damage to the enemy’s tickets. but as i experienced then, if the germans knew what they were doing, the russian team was easily pushed back.
As for the equipment, you shouldn’t have to be on such high level to equip your men with minimum equipment, and for later when you actually managed to stock a surplus of equipment, you should be able to trade them in for coupons to get different equipment, (unless there is a system like that already, didn’t look much into that because i wasn’t thinking about getting rid of my already scarce equipment), or even if i dare to say it, implement a marketplace where players can sell their unneeded gear.