First Video: Attacking Paratroopers are able to deploy faster than Defending players can build AA to counter them.
Suggestion: Paratroopers should not be allowed to spawn until regular aircraft can spawn (after the first 60 seconds of a new match)
Second video: Paratroopers who can spawn ahead of the defending team, directly on top of a newly moved objective. Where attacking paratroopers can capture objectives before the defending team even has an opportunity to reach the point.
Suggestion: There should be a dead-time, where the attacking team cannot capture the objective for 90 seconds.
Or
Provide the defending team with information on the mini-map, that shows where the next defending objective is located. Which will allow the defenders and opportunity to fallback/set up defenses a few moments before the previous objective is lost.
Third Videos: I’m not sure if these are two AFK players, or TWO inactive A.I. controlled squads. But either way, it’s 14 soldiers who are NOT participating in the battle. I witness this issue frequently, as well as an abundance of quitters.
Suggestion: Allow players to see the identification of the squad-leader for teammates. It would be useful to see “who” these inactive squads belonged to.
Fourth: Players who are exploiting sandbags over the top of Constructable-Machine guns.
Solution: Do not allow sandbags to be constructed on top of Machingun-structures.
Fifth: AP mines that are worthless. Do you know how annoying it is to watch enemy players run through multiple AP mines, and not be harmed? It’s a waste of time for the person who placed them, and a waste of silver tickets for purchasing them. What’s the point, if they don’t work?
One of the dumbest sentences I’ve ever heard. The task of the landing is to capture, hold strategic objects until the arrival of the main forces, by quickly dislocating over an important point, you propose a detachment whose task is to quickly deploy when the main defense forces arrive. In 1 minute, an experienced team will build a point, barbed wire, mines, and you will be a dandelion visible to everyone, which can be shot with stg 44. In addition, the soldiers who occupied the point will meet the landing like this:
That’s ironic, because your reply is equally as stupid. Why did you waste your time explaining how the paratroopers are utilized? I have two eyes, and can see exactly how they are being used, and you simply described what the viewers/players are witnessing.
What’s the point in having Invasion mode, if the attacking team can simply quick-spawn on each objective before the defending team has even had an opportunity to spawn from base, and cover the 150m distance that separates spawn from the objective?
Did you even watch the video I provided?
The new objective had changed just a few moments before my last soldier was killed.
In the time that it took me to respawn and run the entire distance to the new objective, the paratroopers had captured it. Did you notice all the other people on my team, who were also trying to reach the objective in time? None of us made it.
So what’s the point of Invasion mode, if Paratroopers can simply exploit the ability to quick-spawn/synchronize their deployment with the movement of each objective? Any veteran player who understands how to time-it correctly, can easily spawn before 90% of the defending team has had an opportunity to fall-back from the previous objective and/or respawn.
Stop clowning around dude. These paratroopers have been implemented into the game in such a way, that they are nowhere close resembling any form of accuracy. Other than the fact they have parachutes and wear the uniforms of WW2 paratroopers, these premium units are being utilized 100% incorrectly (not historically accurate by any means whatsoever).
Well that’s a silly justification (in my opinion).
If defending players knew where the next objective is (and also had the ability to communicate with each other), then you could have 8 or 9 squads on the front line, and 1 engineer squad preparing defenses at the next objective.
In two minutes, a single engineer squad could prepare barb wire, hedgehogs, sandbags, dig trenches, build AA and AT, etc…
So when the previous objective falls, the defending team will be prepared to handle the next wave of attackers as they begin to advance.
But yeah… this won’t ever work when there’s other variables to consider. Such as minimal team communication (no communication amongst console players), unbalanced matches, team compositions of only 5 human players and 5 A.I. controlled squads, and new players who don’t understand the game.
On paper its a good idea, but when we consider the game’s current state… it would probably cause more problems than we already have.
I disagree with the dev statement about the ammo box part, but the “turning the next point into a fortress…” I agree with.
Recently I played a lot of Stalingrad and I get to know where the next point is in the Destruction mode. I build barbwires, ammo boxes, sandbags at the next point. Put landmines, suicide, put more landmines. This is rage inducing for the attacker.
The dev try to help the defenders by letting them spawn on the current point when the previous point is captured. That spawn window is too short, it only last a few seconds until the defenders spawn at the default spawn points further at the back. IMO they should make the time window to spawn on the objective longer.
I agree with giving the defenders more time to spawn on the new objective. But also create a dead-time of 60-90 seconds for paratroopers deployment after the movement of each objective.
Or.
Create a deadtime on the objective, and don’t allow the attackers to capture for 60-90 seconds.
Why are you pointing a camera at a screen? You should just use capturing software for these. There are tons of free software for that. If you have an Nvidia card, just press Win+G and push the record button on the pop up window.
refering to the “turning the next point into a Fortress” being infuriating, I believe this can be remedied. Its infuriating because you have the smallest of windows to cap before unlimited reinforcements keep pouring in (and fortifications can delay you indefinitely)
However, If you give the defending team tickets as well, say 300 (example) for each point before being forced to spawn in the rear area (and unable to reinforce the current objective), It would really change the dynamic of the game. It would allow people to enjoy Fortifying and breaching! Then you could add stuff like satchels to engineers for mass clearing obstacles etc etc. The game wouldn’t be just pulse rushing, you could actually focus on outtrading and clearing methodically.
I play on console, so I do not have the luxury of using downloadable apps that PC’s are able to use.
Here’s a better question. Why do you care? And/or why does it matter?
Yeah if you notice in the first video, my A.I. assisted me in the AA’s construction speed. But still… not fast enough to counter a Paratrooper plane before it deploys the soldiers.
Exactly my point as well. I hope that someone higher up is hearing our requests, because the response we got on the Q&A seemed like a singular opinion, more than what the whole team would say.
That said:
I get that some people might be afraid of a “fortress” type of situation, but lets stop for a second and actually look at just how many options there are for attackers to get in:
Tank shells can eliminate almost ALL kinds of fortifications. The exception being Czech Hedgehogs on concrete. (If they are on soil, an HE shell or two can break them due to crater.)
Aircraft bombs or rockets anywhere near fortifications, or large bombs or HVARs even within range can shred pretty much any fortification.
Artillery Strikes will fry most fortifications in their radius.
Currently, infantry of ANY kind without any special tools can walk up and break them down. (A lot of people say “don’t let them get that close”. Thats easier said than done when you usually have less than 60 seconds to put up fortifications in the first place.)
WP gas goes right through barricades, and so does fire from flametroopers.
All of that in addition to paratroopers being allowed to just drop in behind them.
Plus lets not forget how many options for smoke there are now. I RARELY see smoke utilized as there usually isn’t anything major like a FORTIFIED POSITION to use it against.
My biggest point for people (including devs) to think about, is this: How much time and effort does it take for a player (or players) to set up a “fortress” that is inaccessible? Now how much time and effort does it take for a single player to use a tank, aircraft, or radio operator to take out a large chunk of all of those fortifications?
Most areas are still accessible via tank shell, its just up to the tank to get into a position from which he can hit the target fortifications.
That said, there are still other options:
most objectives do not allow double stacked sandbags directly in key entry points.
TNT can be used to clear large amounts of fortifications at once, it just requires them to get close.
Smoke grenades and other options can blind the enemy allowing attackers to move in close to utilize TNT and engineers.
HMG (though I think its effectiveness needs to be nerfed) can break through fortifications as well.
Field guns can be implemented as well by engineers. Both to clear fortifications with the HE, but also can be used as a shield when pushing up a little bit. It also qualifies as a vehicle and can break through sandbags simply by touching them. (It would be nice if you could fold the legs in to make it more maneuverable when moving it.)
MAJOR NOTE: it could also encourage players to take things like increased jump height for perks as well, pushing them to get unusual flank positions. (It may take a small rework of some of those positions, like opening windows that you couldn’t before, but I think it would be worth it.)