I haven’t seen much topics about it despite having lots of this kind of matches & I’ve seen ytbers having same matches as well,
you know, you’re defender, the whole game is stuck at first stage for 20+ min because attackers don’t do their job and the only way to end this suffering is by bleeding the enemy which is hard given how careful they are with their lives, and it’s boring to play but from the other side it’s sucks to desert since it’s granted win & it comes into your realization mid game,
it’s not a specific suggestion, it’s a feedback for developers that this is imo very big issue, 1 out of 4 matches I have are like that and it really sucks, since you can’t tell matches will go down this road from the start and you can’t instant desert.
either way the game is boring which is the point here
sure the win is great but being stuck at first stage for 20+ minutes is no good experience.
be so that tickets drain faster if attackers fail to capture the point in 10 minutes for example, the whole game would end up quicker and avoid the feeling of burnt out in match.
Some matches you’re getting curb stomped. Some matches you’re the one curb stomping. Some matches are long slogs and grinding battles
I disagree. I know some people wanna rush but on the opposite end of the spectrum some people don’t like matches that are blitzing like CoD
And I wouldn’t always count out a long grinding match. There have been lots of matches where the attackers manage to claw and grind their way to victory
well it’s very rare for attackers to win this way, hardly ever seen attackers pull of victory after being stuck at first objective for more than 10 minutes, so it’s irrelevant in this case, compared to boring matches which occur much often because of it
it doesn’t sounds like a real issue and more of an unfortunate event where the game design, enemy team composition, and your personal goal/intent clashed horribly there.
though i think the map where you are playing have a role there too. some map are just so tricky to attack in, you either get YOLO LEEROY JENKINS horde or this kind of matches.
well, the times when “man, these attacking enemies are turtling” happen to me is… uh… actually, never? probably once? eh, either way, it is rare enough for me that i don’t remember it happening to me.
so it’s probably something related to the map, team, and timezone of your play.
I have same problems in normandy. The attacking team doesnt advance making the matches 60 min long and giving you only minimal xp because you dont get kills. Maps that i have had this problem are d-day, steel mill and ver sur mer
doubt that merge would change anything on that matter, because players are the one causing this thing so it may come even worse than that, as bots at least push the objective while lot of players sit on the backs
moscow is one of the more populated campaign, but i do feel that there’s a lot more ‘skilled’ player on axis side that are patient enough that it’s possible they would instead try to rack up kills instead of grabbing objective.
that said, i personally never really suffer a long grind of a stalemate in moscow. mostly because people leave the team, replace by bots, and then they threw them team score into the grinder.
that’s weird, normandy is one of campaign where both sides are usually aggresive enough and play to their objective real good.
especially D-Day.
you’re lucky then, I usually quit as soon I see I’m defending, white lake, maiski forest or quarry especially, these are the maps stalemates occur most often, basically what all these maps have in common is quite long and open ground towards objective which leads players to just sit down and camp.
reworking old locations may be an answer for Moscow.
i dont think it will help with this problem. bots actually bleed tickets faster cause they dont turtle. problem is with human players that get absolutely destroyed by defenders and then they start turtling with snipers.
I disagree. Usually we fight players that push right through defenses instantly. Trying to put up a solid defense with the current fortifications (as weak as they are) is a good chunk of the problem. WHEN PLAYING AGAINST ACTUAL PLAYERS.
The ONLY times i’ve seen that front objective hold is when you are playing against nothing but AI.
Better defensive mechanics and better breakthrough mechanics to discourage the run-and-gun gameplay would make it much better.
i disagree. this happens when you have team of relatively skilled players that actually push into objective and team of defenders that dont know how to build a rally point (aka shit players). problem with enlisted population is that 1 or 2 skilled players is enough to overrun majority of positions in the game cause player quality is that bad. when you actually have similarly skilled players on both sides, defenders have advantage if they built multiple rally points cause of unlimited defenders tickets.