any one else think that its getting harder to find good matches?
What campaign? If Belrin then no
any
I have thoroughly enjoyed the Moscow Campaign - I’ve finished that one and I’m plugging away at the Fall of Berlin.
As many players have pointed out across the forums in thousands of comments, whilst the equipment disparity / bugs etc… does play some part, in most games it appears to be a player failure of common sense that dictates whether the game will be a good or bad one.
Principally the key issues are (in no particular order):
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Not marking the enemy squad you are engaging - I don’t know how many times this has been raised in the forums, but the inability of the average player to find the v key, mark whatever they are engaging and carry on is astounding. This either stems from the lack of comprehension of what marking the enemy does for the game dynamic writ large, and the fact that the vehicle game, particularly aircraft are specifically designed around this mechanic.
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Not establishing a “front line” - whilst many players (and I count myself in this group) will not know (yet) every nook and cranny on a given map to move through to the objective, it is clear that they are some blocking positions on every map which prevent the enemy flanking and either spawn camping or completely overunning your team. Part of the issue is that the game rewards kills and not map wins as part of the progression tree. This means that when ppl are defending they’re sucked into and converge on caps rather than maintain adequate flank protection. From a general coord perspective the “WT derivative” is that those that spawn into the match first will tend to race for the caps, whilst those that spawn in last are responsible for the flanks - that doesn’t always happen, but when it does those teams tend to win more often than not.
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Not adequately supporting the fight for Caps - this does not mean pile on, this means having 2-3 suitable respawn points around the caps so that the team members who have committed to the cap fight (as opposed to the flank protection) can continue to put pressure and try to win the cap fight. This is where the so called skill, weapon characteristics mismatches etc… play a significant part, but also choices count too - ie when to rush vs when to advance slowly and cautiously. Building ammo replens on caps is also an important one. You can also do it near the spawn, particularly if folks have ammo pouches, they will be able to take on extra loads.
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Under utilising engineers - these guys are gold - they need to build spawns, ammo replen, protection for windows or corridors, and obstacles. A well placed obstacle system is certainly noticeable. The challenge to obstacles is the over abundance of explosive packs which need to be removed from all but the engineers. The engineer squad needs to be the first unlock OR as in the Normandy campaign the first tank. Something to combat other AFVs. The removal of the explosive packs from all other role types means that once a side invests in building defences you need your own engineers to blow them up, get your inf support tank or a plane to reduce them. As it stands the explosive pack is currently a massively unbalancing feature because its both unrealistic in its effect and over saturated in game.
The engineers (although atm this is open to all roles - needs to be closed off as well) have mines, which are currently completely redundant. These would see wider usage IF the explosive packs were removed from the other roles. Alternatively, if you leave individual mines with the other roles, the adjustment I would make to the engineers is to lay down mines in small blocks of 2-3 rather than individually - make it a build activity like the barbed wire, all you need is a small box, maybe slightly larger than a spawn point deployment box.
Lastly, utilising engineers to effect repairs on damaged vehicles - seen very little of this forcing the vehicle player to get out, expose themselves and risk losing the vehicle. Folks don’t realise the point drain that losing vehicles does to an invasion game - particularly those that suicide planes, but losing tanks is equally painful - so for gods sakes protect your tanks, equip some repair kits and you’ll see the game turn around for your team.
This works for all campaigns
I don’t wish that to happen soon as I think the infantry-tank balance relies on this currently, and it’s almost perfect. Also why should anti-tank squad (bombers?) be left without it?
Otherwise nice post.
What is this point drain numerically? I guess for normal infantry 1 ticket/squad member, so smaller squad → less tickets, is that correct? How is it for tanks and planes?
This +1