This is my last suggestion. After merge campaigns, If you want to balance 10 vs 10 games,u should increase defenders respawn time for example after 5 death +5 sec respawn, after 10 death +10 sec and etc otherwise every match will be ended for defence side. This is simple without reinvent the new wheel
That and a lock out timer so attackers can’t just bum rush point to point.
No thank you. It’s already a long enough respawn time if you are immediately killed. Waiting 30 seconds to respawn and by the time you are able to, the point is lost because no one could spawn or survive because the enemies are spamming your position with rockets, bombs and artillery fire.
No. The only way to flip a losing attacker game to a victory is do two caps quickly in succession. Timers would mean that the moment you fall behind in tickets you’re pretty much toast. How fun.
Just get your ass on the next point. If the attackers are faster, your team sucks at playing the objective and deserves to lose.
Just give defenders tickets. Attackers get 1000 tickets currently, give Defenders like 1700 or some shit. Also once the merge is here just make ticket gain and cap speed universal and stop messing with them for “balancing” reasons.
U cannot understand full picture my friend : )) 3-4 rally point and we are able to respawn near point 30 meters away without limit.U know what does it mean? it means u have 0 chance to won game against me, if you are attacker why? becoz u have limit, i dont, u attacking, im waiting.Defenders bots are better then attackers, im not talking about axis weapon vs soviet and unbalanced maps
Having a longer respawn timer than cap times surely sounds fun… for the attacker…
Sounds more like bad map design here.
But if you put them to close to the cap they can be suppressed and made useless really quick by random shooting the ground nearby.
Eagle is right.
If the new MM works as intended, the teams will become a lot more even.
If two evenly teams compete the defenders will win a big majority of the games since it’s easier to defend. PPL who played this game a lot, especially 10 v 10 with only end-game players knows this.
Sure, paratroopers did give attackers a buff, but that’s mainly just a temporary buff in-between when a new objective just opened. Paras have a very limited effect when the battle re-settled.
How to adjust this? I’m not sure. I earlier suggested this:
Increase tickets for attackers?
Downside: might make games too long.
Add ticket bleed for defenders
Downside: less incentives to push the objective aggressively as a defender. Will might lead to a more stealthy gameplay.
Increase the size of the objective (a lá Pacific)
Downside: Could it potentially have the opposite effect and benefit the defenders?
Broaden the playable area
Since they added paras you also may have noticed they already broaden battlezones. That’s 'good and now much easier to flank. I recon this change has made it a lot easier for attackers (but not good enough IMO).
You can also more efficently spam Anti-Personel Mines
.
Paratrooper: there is one magic trick and half of your cap is gone before you can reach to defend it
:^)