also fun discovery- if you land your plane in tact, turn the engine back on, jump out, and run into the propellor while the engine is on, you and the propellor both take damage.
do i dare ask how u kno that?
The fortress map on Tunisia has an airfield.
I was bored, so I landed on it perfectly, turned my propellor back on, jumped out of my plane, and ran into the prop to see what would happen.
Honestly damaged the prop more than me, it was like minor vehicle collision damage.
xD
Ok, Iāve been wondering about this topic for quite a while and this post motivated me to test. Learned a lot about what not to do as an attacker.
Just reviewed an Invasion mission that we were defending and won, attackers actually capped 4 of the 5 points. Berlin-Kroll Opera House.
I tracked the tickets burned for each enemy re-spawn;
56 times they burned 14 tickets
25 times they burned 15 tickets
8 times they burned 16 tickets
1 time they burned 17 tickets. (the final spawn burned 11 tickets because that was all that remained)
I watched the kill feed but since it only informs what is destroyed, it wasnāt much help in linking tickets to squad type that spawned each time tickets were burned.
But the enemy lost 8 tanks and 1 plane, so not hard to figure out.
Looking at the leaderboard after the match was completed, the enemy lost a total of
104 squadsā¦but the tickets only were lowered 91 timesā¦.there were a total of 13 players on the enemy team (including the deserters) this makes sense because only re-spawns lower the ticket count, not the original spawn.
I would encourage everyone to review a recorded mission because it becomes clear that many players donāt manage their squads well as far as spacing and commanding them to safe areas
I have observed in some map, a respawn will cost 11 tickets. Dont know why dev hide this intentionally.
I think its not fixed amount. Mayby it varies map by map like cap time and reinforcements gained
I have always thought that 1 ticket = 1 soldierās life.
Probably I have always been wrong.
But maybe 11 or 14 tickets are subtracted for multiple squads spawning at the same time?
They are not.
A 4 man premium squad depleted 25 tickets to deploy as I was testing yesterday.
Either its random. Or I donāt even know how to test it for sure.
It appears that itās diferent from map to mapā¦
Strange.
The game might automatically adjust the cost of squads depending on who is winning
I cant prove it. But it sounds like something they could have done
It does change game to game, not sure why, but once you see the 1st couple of ticket burns, you will
know what range each re-spawn consumesā¦.14-15 or 11-12 and so on
It absolutely depends on the number of teams in a match. In a cb match, my team burned 20 or 21 tickets each re-spawn for infantry squads.
I think that itās possible that the number of āHumansā playing on your team at the start determines the ticket burn rate for each re-spawn.
And there doesnāt seem to be a difference between 9 man squads and smaller squads in the burn rate. So it would seem that a team of more experienced players with mostly 9 man squads would be more efficient when attacking than a team of mostly newer players with smaller 4-6 man squads.
Not on the game that I monitored. We lost the 1st 4 points pretty quickly. On the final objective, the enemy had around 500 tickets and had capped about 50% of the point and from the beginning to the end of the match, the ticket burn rate for re-spawns never changed.
Seems that some discovery has been made at least: There appears to be absolutely no point to bringing smaller squads tickets-wise. I shall revert to spawning those 9-men infantry squads when a cap point just absolutely needs to be overcrowded (actually lost a compeletely amazing match in Berlin yesterday by the margin of needing just 1-2 seconds more of final cap control).
Analyzing the digging reported by great people in this thread a bit, if the ticket count indeed is approximately X spawns per player, itās sort of extension of the conquest mode flat number of spawns, but divided across players and obviously increased with objective capture to create a more dynamic situation. As an aside, the most exciting conquest matches actually happen once people start running out of spawns, unfortunately this is really rare.
I do suppose that objective capture ticket increases are not affected by number of players, as ticket spend on respawn is already tied to player amount.
Was that the Kroll Opera House?
No, Bahnhof actually if I remember correctly. Attacking as Axis. Iām not great with map names though. Final control point is right next to a large train station like hall.