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.
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.
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)
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:
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.
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.
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.
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.
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.
Not sure where I said that, but I can kind of see where you can get that idea from my post. That wasn’t what I was trying to say at all, just that there are more experienced allied players actively playing, and that it is easier to play Allies at low levels than it is to play Axis.
You say that, but less than half your rather impressive kill list… Don’t even count as objective defense kills. What you’re saying also doesn’t translate well with the other screenshot you mentioned.
you can tweak this thing when they will implement a sort of matchmaking, so im not stuck with level 4 that dont even know where they are and what they are playing.