Currently Defenders have a magic manpower pool to draw from when defending their held territory but the attacker only comes with 1000 men.
Some matches you do everything you can and inflict heavy losses on the enemy but sadly run out of manpower either through atrittion or skill issue (i.e. your teammates).
I am not sure on what the manpower pool for defenders should be but it would make breaking through more meaningful.
You could even end a match by showing wether it was a phyrric victory or a narrow defeat.
I feel like it would make matches more even. It doesn’t have to be a 1:1 amount of tickets, but possibly something like 2,000 tickets for the defenders. That way it reflects the fact defenders were often better equipped and had more resources, while also being able to bleed them out in a realistic way.
How about both team starts the same 1000 tickets but the twist is that every 10 to 15 minutes the defender receives 100 tickets per object that the defender still in control, so if the defender still has 4 objectives, the defender gets 400 tickers per 10-15 minutes
And we remove the ticket replenishment for the attackers then?
Also why should the attckers be allowed to win by spamming sniper mortars and artillery onto the objective while camping inside its own greyzone?
There would be like zero risk on their part but the defenders are just supposed to sit there and watch their tickets deplete as the attackers dont even show up.
This isnt fun for anyone involved and extremly cheesy.
nah is good this way problem is the fact developers make some maps variations ticket drain insanelly (12-14 tickets per spawns if not wrong) + some maps are pure Dogshit for attackers which only increases ticket drain
Yea, defending team can infinitely spam CAS and tanks without of worry getting ticket bleed is quite annoying and should be fixed. I guess the confrontation game mode fixed this problem but in the invasion game mode this makes the defending team infinitely have more advantages as long as both side have similar skill levels. There should be some kind of restriction/ticket bleed for vehicles at least for defending team in the invasion game mode.
Not good idea, attackers can just stop going to objective and shell the defenders and drain their tickets since defenders should be on the objective in order to not get it captured. But I’m down for lowering ticket drain for weak squads like snipers, radio and etc
Agreed. Ticket cost should be proportional to squad size and/or utility (vehicles being more overall but still proportional to crew size).
As far as defenders having an advantage, i just don’t see it irl. I have always had far more success attacking than defending. Defenders need to concentrate and can be grenaded, mortar’d, artied, bombed, HEd, and (heaven forbid) airstriked in a predictable place, and if they’re all wiped out at once, which can happen easily, the point can be rushed from flanks and captured before they can mount any resurgence and that’s that, fresh tickets for the attackers to start all over again.
Attackers have many options for flanking, especially with sabs and guerillas, and even just normal squads, defenders need to be looking in all directions at once, but also can’t fortify behind them without sacrificing quick access to stop a cap attempt after a wipe/rush.
well also i just think it’s a problem how a defending player can just spawn, rush repeat because it does not really matter what happens as long as his spawns and objective don’t fall. Like as an attacker you sometimes get the misfortune of having a bot team and tryhard enemy team and any sucesses you might make are curbstomped because any player squad you just defeated will just rush back and will not have to adapt.
There is a post on reddit that is floating the idea that defenders get time to setup at the start of the game. I think added defender setup time and maybe even deployable available to all classes and players a more interesting way to balance manpower than raw numbers. Maybe consider maybe attack/defense map more defendable instead of relies only on tickets to give defender advantage.
A setup phase will help the meta to spam starting defense objectives with Arty/Mortar/Tank/HE to steal kills. While it is fun, the whole racing to be the first arty or just sitting and watching everyone stand around just to get nuked is… boring? I don’t know I’m all for easy kills but it is kinda… lame on the receiving end.
Wasn’t there used to be a limit of 10 respawns per defender?
I’m talking about the old old version of the game
Or did I confuse it with something else?