Limited tickets for defenders, but point-related

Hey, I really like that idea! Would make battles more dynamic and make defending caps more sense for the defending team.

What do you think about the current unlimited defender spawn system? Do you think it is unbalanced or it is a mechanic to compensate the advantage that attacker have.
Defending or attacking, which is easier in your opinion?

If it is because of kamikaze or some shit like that a personal limit for plane spawn would be better than saying that camping is once for all the most viable tactic to win as the attacker.

Or just scrap objectives altogether and make some team deathmatches on open maps so everyone camp with their shinny new bolt actions and even actually helping by doing that.

I’m actually Ok even with current unlimited spawns for defenders, but since someone deems it unfair, this is just a possible alternative.

Also, camping alone still wouldn’t bring attackers very far, because defenders still have the advantage of time limit if no attacker actually goes to the point.

And you’d still be better off pushing and capping quickly, rather than camping until draining defenders dry but suffering even heavier casualties in the meantime.

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Fair enough

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Looks more complicated compared to my idea Make defenders have tickets across all modes(Invasion, Assault, Destruction, Armored Train, etc) where I would have a straight up copy of Red Orchestra 2/Rising Storm 1 and 2’s ticket system where defenders naturally have lesser tickets depending on the map as there are maps where the attackers have more tickets than usual due to the difficulty of the map.

I read your suggestion, but I haven’t played RO and therefore can’t get the details of it aside from defenders having a pool of tickets.

Gotta say tho, that I agree to the objection that in Enlisted you can’t really expect a team to take coordinated tactical decision, save rare cases.

With different tickets pools for every cap, the risk of defenders wasting all tickets on a single point and attackers steamrolling thereafter with no resistance left is automatically excluded.

At the same time, if attackers put up at least a minimum effort, they are most likely to make it to the first cap or two by just killing enough defenders, reducing the occurrence of one-sided victories for defense.

This is where the lockdown system comes in where it basically ends the match and defenders win after a certain amount of time with no activity at the cap itself. If the lockdown timer goes to 0 but the attackers are capping, it goes for an overtime where its in effect until either all the attackers die on the cap or the attackers successfully cap the point.

We have that system only instead of 10minute, we havs 25minute for the lockdown

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Imo 25 is fair enough. Even though if attackers don’t cap in 10 minutes they’re probably gonna lose in the end, giving them a loss by default after only 10 mins would be unfairly short.

Match time limit is very different compared to the lockdown system from RO2 and RS2. The match time doesn’t have extensions except in some custom maps depending on what the mapper did set or some server settings.

Also we still have this issue with defenders can infinitely spam more than the attackers because of the lack of tickets which is why I did propose to give them their own tickets yet there are those who fiercely defending the defenders as they may have not experienced how Red Orchestra 2 and Rising Storm 2 do Territory mode(their counterpart of invasion and confrontation in some maps).

It have it defeat timer can be resetted by the attacker giving them more time

Maybe I’m misunderstanding, but we DO have dynamic match timer. Every cap has a 25 min timer on its own.

new player spawns
immediately get squads wiped
team as a whole loses tickets

nah man, I refuse to get punished even more because a player gets killed right off the bat

I usually see defends with more kills and less deaths unless it’s an attacker steamroll

Its difficult to explain RO2/RS2’s system in words unless you may experience a similar system from other military shooters.

Lets say we have Saigon from RS2 which has 7 caps. The first two caps are a large building and a large cathedral which both are difficult to cap as attackers unless they know where to attack. The attackers did a slow but sustainable pace due to the difficulty on capping the first points with stiff resistance from the defenders. The defenders have suffered heavier casualties than the attackers and since they have lower tickets, this is very bad for them but they still show a very stiff resistance at the 2nd cap which was the large cathedral and eventually they lost the cap because of attacker’s persistence and killed many defenders there.

Skipping to the last 3 caps where the defenders suffered even more casualties due to they didn’t realize they are losing too much tickets from the earlier caps due to their refusal to retreat to better positions. The only problem for the attackers is the time so they have to move faster and ultimately took the last caps after the defenders collapsed due to the combination of brutal attacks from the attackers and heavy casualties that the last cap don’t have much resistance anymore.

Another scenario is like assault mode in Enlisted where there’s this one sector where attackers cap 1 of the 2 points, then the defenders retake it and the attackers took another that resets the lockdown timer where again the defenders did a stiff resistance and even do counterattacks by retaking the lost caps from the same sector but the problem is they suffer heavy casualties for doing that. The defenders refused to retreat until the last few tickets left and eventually the entire sector collapsed and the attackers went on to the next caps without resistance due to the defenders ran out of reinforcements.

I still remember such matches in Rising Storm 2 and of course I remember some really stiff defenses as defenders in Tula Outskirts and Mamayev Kurgan from RO2 where artillery mostly did the job(I was a Red Army commander with a PPSh) at the trenches where eventually the attackers ran out of tickets and we won.

Not really since most sealclub matches last less than 9 minutes in case the attacker are getting seal-clubbed.
I would suggest 5-7mins for the first cap.

To make a short and unprofitable match even shorter and less profitable for all participants?

Maps like normandy and berlin are explosion gang bang, literally. Attacker players will abuse it to eternity

No more than defenders currently.