Normandy, it's easier to attack

What am I doing wrong? I played with this issue today. I played about 5 or 6 games and won 2. However, some defeats shouldn’t be defeats, here they are (the quality of the screenshots is shaky, I’m not playing from my laptop and so I don’t have an adequate opportunity to transfer screenshots to myself, I apologize in advance):



Explain why I lost? We made a lot more kills (especially me), put respawn points (can be seen by engineering points) and should have won, but no! We were just rolled, and these are not fights where the victory was won on the last tickets, in both cases the opponent had another 300-400 tickets each.
I even counted for you, in the second screenshot we did 667 kills team, opponents 439. On the point we did 301 kills, opponents 231. Engineering points more - we had plenty of respawns. Why did we lose?
Now to the point. It’s easier to attack. Yes, logic says otherwise, but not in the game. For the defense side you have to be on point 24/7, look for where the enemies are attacking from and keep them out. Seems easy?
For the attack you only have to run into a point for a while. 10-15 seconds is enough to take over the point by 25-30%. Then if you get knocked out you repeat this action. How do I get to a point? Drop a bomb or missiles, you just need to get a head start on the people on the point and you will capture. By the time the Germans get to the respawn, you have already moved the point.
The attackers can choose their offensive direction and leisurely build a good respawn. I, as the defender, have to be on the point, I have no time to make a respawn, every second it can be broken into. Constantly, while I build the respawn point begin to capture, but I patiently wait until I finish it, because without him there is no way.
Maps: Friends, am I really in the defense? On many maps, defenders run from standard respawns longer than attackers, and when a new point appears, you can immediately start capturing it, managing to capture 40-50% before defenders reach the new respawn. Many maps have machine guns towards the defenders, completely illogical. On many maps, the landscape favors tank spam from the attack (the second point ver-sur-mer on the mountain, where the attacking tanks see the Germans, standing below in the distance, and the German are forced to stand on the edge of the cliff to answer them, and the bottom of the hill running infantry attackers - a genius point to defend. Ver-sur-mer is lost 90% of the time at all if the Germans lose 1 point).
Tickets: I played Moscow and Berlin and noticed: there are few tickets. In Moscow, when I attacked, I did not see an increase in respawn points at all (I think it is either minimal or not). In Normandy allies get 250 points per point (and sometimes 330, for example the first point of the airfield, I just saw today that it was given 330). Gentlemen, why so many? Why other campaigns do not have such a huge ticket boost, is it even easier to attack there?
I’d love to say that the Germans have a purely better arsenal, but no, the Allies have a very strong technique that wins the air, other things being equal, and on the ground jumbo is frankly the king. Spamming 250 bombs smoothed that picture out a bit, although it was idiotic, but now the missile showers from the Allies have become a regular occurrence.
Look at my score. I can’t play any better, and I don’t think it’s possible in principle to play much better. I play on my laptop at 20-25 fps and drag these teams. Explain why allies all of a sudden need buffs if they win games where they play worse by every metric?
Dear players on the Germans in Normandy. It is possible to win, even the hated Aerodrome. I decided to close the dailies and laid out to the best of my ability. Despite a bunch of bots in my team, we won. About the same relative to everyone else on the map you have to play to win on the Germans.

Now you can attack me. If you can explain me how to do 300 or 400 kills per battle, I’m ready to admit that I play badly and I can do better (Please remember that I play on extremely weak iron and still play like this). Otherwise I think there is something wrong with Normandy. I’d love to see overall player stats and map stats, but there aren’t any.
I’m pretty sure the average player who is 2-5 here generally has a win rate of about 30-35%.
I already did this post on the Russian-language forum. Many agreed that the balance of attacker/defender is skewed in favor of attacker because it’s easier. Attacking in waves on points and their gradual capture, throwing meat on them.
What I suggest: Revise the huge ticket supplements for taking a point and change the maps/respaun places on them. The defender should not run to the point longer than the attacker.
In addition, consider the idea: If there are no attackers on a point for a long time, it VERY SLOWLY begins to lose its capture stage. This would weaken the tactic of “assault in waves” and trivial meat pelting.
P.S. I want both sides to have cards to attack or defend. Right now there is only one - Le Bre. Allow players of both nations to try both the offensive and defensive roles. This, by the way, will allow to better perform I hate BP task " capture one point ", which for the Axis can not be done in the defense, sometimes I wait 3-4 games, until I do not get caught “Capture”.

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They would give MP43/1 and Panther to germans in Normandie in the next update. We can wait a few days. To win as germany in Normandie means you must be able to kill enemies five times more than you. If not you lose.

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Look, my friend. The problem is not weapons and vehicles, but maps and the system of capture and ticketing. If the weapons are roughly equal (and I think everyone wants that), then the Germans will lose, because as I have already explained, it is easier to attack on average.
The balance needs to be achieved not by giving Allied sticks and Germans stg-44s, but by adequate respawns, ticket numbers, and point capture system.
Now yes, I have the feeling that to win, I have to do something incredible.

Make more rallies.

You can be invincible on the ground, but your team isn’t.

The enemy only needs to clear the point and stay in the cap zone for a minute. Something you can’t always be there for.

Rallies aren’t just for personal use. It may be unnecessary for you, but it’s more than necessary for a team that can’t afford to run 150-200m from the spawn to the objective without getting killed.

In those same screenshots, the enemy team has a hefty number of engineering points to indicate rally usage. The enemy only needs to run 1/2 or 1/3rd the distance from the spawn to the objective while your team has to run the entire length.

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In these games there were 2-3 respawns on our side. This did not help at all.
The absurdity of having the Allies take a point and immediately run into the next one while I only run up to it after reviving is sometimes off the charts.
And my friend, look, I built respawns, there were people on my team that did them too, it didn’t help, it’s not about them.


They had fewer points in this match, but they won just as easily.

yes attacking is easaier but not bc what you said, defending is more difficult bc it absolutely need coordination from the screen shoot you post oly like 4/12 member of the squad were actually good.

it takes a whole team to defend but only 1 guy to capture, invasion is like this there is not a solution.

(maybe a premade full team but you cant do it yet)

You built… 1 rally.

That was only used 1 time.

In the other screenshot, you had 0 constructible score. Your entire team had 0 constructible score.

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The developers have statistics. I’m sure it’s in favor of the Allies. Why not lower the number of tickets for capturing a point a little? not 250, but 180-200. See what happens. Didn’t help?
Leave it at 100-150. Slow down the capture or let the defenders bring the point to an uncaptured state gradually.

Well, we can make a limit of how many players there need to be on the point to capture it so one person won’t cause the whole deffence to colapse.
Or this:

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Cap speed is already affected by the number of people on the point, though.

that would be a good in theory idea but with the random i found im sure it would be a disaste,


This was done by my team, I need a fourth respawn. Their team built less, but won.
In the last screenshot I alone killed their entire team, I did not have a second to build a respawn, read the post, I mention it. I am obliged to run to the point immediately, for defenders should always be on not, not sometimes, as the attackers.

It’s very common for Allies to stomp on Normandy, due to how most of the maps are designed. Even the most defendable bunkers on D-day can be overcome with sheer force of will, and clearing most of the points takes a matter of moments because of how small most of them are. Combined with the fact that most of the experienced players on the Axis side have left for the other campaigns, it is incredibly difficult to pull a team which can get its shit together. The better Allied vehicles do play a part in this equation, but the better Axis small arms should counter act this with the design of (most) of the points. The problem is that most of the people with those better small arms are not playing anymore, but the people with the better Allied vehicles are still consistently playing. Also, as I said earlier, sheer force of will and soviets style waves of men can eventually overwhelm any defender, which is something even the newest of accounts can carry out. On the other hand, a lot of grit gets you jack on the axis side.

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Form what I know, no it isn’t.
If you have 1 guy more than the enemy → you cap. The end.

In worst case scenario it would cause the oposite you wrote earlier:
It would take whole atacker team to capture and one guy to deffend.
So it’s not flawless by any means.

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the objectives should be split into 3 sections, like a up stairs,down stairs and outside
so if the germans have 50 people hiding upstairs but the allies have 3 people downstairs and 3 people outside, the allies should be able to cap the point seeing as they have more of it under control
this would solve some of the bias bunkers that normany has and incentives more gameplay other then just hiding in the objective
AI bot players should also try and secure some areas outside the objective such as a pill box or sandbags to act as a buffer

Slow down the capture or let the defenders bring the point to an uncaptured state gradually this woulld be a good idea

but like i said in every game i play there is garbage that waste 150 respawn alone and almost alone make the team lose the game, so lowering the ticket cant be done if first they dont do something for these idiots.

I find it strange that you say that the average Allied player plays better than the Axis player. I think the stats should equalize that.
However, yes, the cards do appear to be unsuitable for defense. Defenders don’t have time to build respawns because even 1 guy on a point pretty quickly takes it over. The capture and respawn point locations need to be redesigned.

we are simply inverting the roles?

In worst case scenario? Yes.
But it can be tweaked to work ok I guess. It’s just a points modifier.

I see several solutions, I agree with you. I just wanted to point out with this post that there is a problem. My arguments about guns are caused by it. I understand that if the teams get equal weapons, or the Allies have better weapons, then Axis defeats are inevitable. So it’s better to balance the Invasion mode than to give the Allies sticks with crooked sights.