This is another piece of hidden information in the game, which there are several. However this particular one annoys me to no end.
In game modes where tickets are used, some amount of points are expended each time an attacking squad or vehicle dies, and a new one is spawned. I cannot find anywhere the information whether a squad of one radioman and two trooper 1:s costs less than a full squad of riflemen, or a Ju-188.
In other words, the costs of spawning are totally hidden. It doesn’t let players optimize their squads for winning matches, or even to make educated decisions about which squads to spawn and when. Or, as the conspiracy theory, whether squad costs are actually deducted as they die, because each match starts with spawned squads and 1000 tickets.
Please let us know more about this fun game we are playing. Also, have the 3d model of my soldier raise a finger when throwing a grenade, if the soldier has the throwing distance perk. But that’s another story (sorry).
Points are deducted once a squad spawn (first spawns of the match are free, though) It’s all I’m certain of… I don’t know the point values of squads and vehicles, or if vehicles all cost the same amount…
i m not 100% sure here, but i must test if a premium squad wastes more tickets than a normal one.
i m almost certain (i need to test it tho) that a premium tank/vehicle wastes more tickets than a normal one.) … atleast from what i remember when i was looking at the ticket usage once i spawn.
again : without some testing here, i might be wrong.
also: if all vehicles/tanks / squad levels take the same tickets to spawn.
for example a tanker 1 5 man squad and a tankers level 2 5 man one, if they waste the same number of soldiers…
Oh yeah, another thing: A few people above say “needs to be tested”.
Well, it’s not really testing when you don’t know what’s supposed to happen, is it.
Testing is when you know a Panther should use 50 tickets and a PzIvJ 45 tickets, and you go to check whether it actually expends that amount. Numbers used for example only and they’re not real. Just going to see how it currently is, is just lazy documentation and UI design.
It’s a bit of a mystery. I tried to test it (in CBs) but didn’t get far.
After crashing my plane with 1000 tickets remaining when I re-spawned, no tickets were burned.
Then I hid in safety and brought up the leaderboard. 11 seconds after my team’s 2nd squad was lost
21 tickets were burned, then 21 for the 3rd squad lost, then 20, then 21.
I then quit the match so it’s quite possible that the number of tickets burned for each squad that re-spawns goes down later in the match.
After looking at a few screenshots of invasion maps that the attackers lost and burned all 1000 tickets, it looks like there is a range of 5-9 tickets burned for each squad re-spawn, so I’m not sure that there is an exact number.
If there only was a way to go to private custom matches and somehow stop your own team bots from participating, then check what is going on when only your squad is actively doing things in battle. I seem to recall there being a backlash to this sort of behavior from the players, though, so I am not sure whether that’s the smart thing to do.
The backlash was a rollback on progress for players that the Devs team felt were exploiting the game by extending it, getting thousands of kills and stacking the campaign XP.
They blocked their attacking team’s bots at the spawns to prevent them from capping points.
Totally different, but since you can just sit in safety, bring up the leaderboard as you keep an eye on the ticket count, you really wouldn’t need to exploit anything.
For what it’s worth, I just sat through an entire CB invasion mission, Capped the 1st point only.
Squads mostly burned 21 tickets and a few times 20 tickets the entire match.
Obviously it’s CB, actual battles might be different as well as vehicles being part of the deal.