Asymmetrical Battles Await You In the “Advance” Event!

No harder than nailing the MG port of a Jumbo from 1km away, which can also go hull down. This is why we have line-ups with specialised tools. Sturer Emil, Nashorn, Waffentraeger and VFW will vaporise a Jumbo at any distance, and CAS can also remove it. Soviet TDs, the M36B2, the ARL-44, the IKV 103 and relevant CAS options can similarly trivialise Tigers.

Plus on Port Novo, the CQC still presents you with favourable situations, since the Befehlswagen has pretty bad targeting speed.

This is what happens when Gaijin cultivates a playerbase that plays like a droid and only knows how to drive straight to the cap zone.
The only thing both teams have to do to win is to take control of the forest that is positioned left of the attackers’ spawn.
In my matches we either win or loose at E, as attackers.

i just played it as attackers with a German team, and we lost, simply because everyone wants to camp. And solo push on the right flank doesn’t work as well as on the forested flank of Volokolamsk, as maginot is an open map. But a squad can easily hand the attacker team the win.

It all comes down to the skill issue of a player base that has yet to discover the meaning of words such as flanking and teamwork.


The Pucara and the NS-45 Yak need to be moved up in br. They are OP in normal ground rb and even worse in Advance.

2 Likes

at least jumbo also has to aim at your weakspots. With 88 and long 75 you can point and click the rest

I realy enjoy the return of Advance in form of event, but there are some issue and nitpicks I have to say, if this becomes permanent gamemode or reoccuring gamemod similar to naval EC.

Positives

  1. Its nice having to play anything other than Ground realistic, its breath of fresh air a bit from the mindless deathmatch.

  2. This for once actually encourages teamwork and teamplay in order to win, than just single individual performance.

but that is about it…

Negatives

  1. Maps while there are 3 get very repetetive, and are highly unbalanced, especially Maginot line being very hard for attacking team even when team decides to use smokes to reach all the points its hard. Volokolamsk is fine honestly, it doesnt feel that bad, but I did not get lucky enough to play as defender there, only as attacker. And Novorosiyrsk has problem with spawns for defender being honestly far away, for example before defenders even reach positions enemy is already capturing A points.

  2. Capture points take realy short time to cap, especially when there is more than one player, giving defenders realy short time to respond when there is someone who managed to sneak by somehow.

  3. You cannot rearm on captured points, it would be nice for points to not dissapear or be instantly switched with rearm zones as they are at very far points currently.

  4. 3 days arent realy a long time to test something, why not make it last week/7 days, for players to get more feedback and actually enjoy the gamemode and give more data back.

Suggestions for future to hopefully make the gamemode better for the future when ever it returns

  1. More variety in maps and balance of existing ones, Maps are alright, but more maps would help for it to not feel bland over time and repetetive.

  2. Addition of AI units like Pak guns to help defenders, Imo it would be a great addition as small help to defenders, Pak guns with AI etc. are in the files and I have payed with them a bit in CDK, they are balanced in their fragility.

  3. On some maps defenders dont realy have defensive positions, so would be nice to add them like baricades to have a firing position, or perhaps oppurtunity to add tanks with dozer blades/entrenchment mechanic especially for these dynamic gamemodes.

Conclusion
Its a realy nice to see this return again after a long time, when this gamemode was last seen, like 3-4 years ago I think, would be also nice to see the PvE gamodes tested in 2021, which If I remember correctly were received very positively and with Nuclear thunder this gives me hope there is more to come, perhaps for Ground battles like 30x30km maps(for toptier tanks) with dynamic AIs, or something to replace Naval EC due to how it currently feels. Anyways hope this small feedback helps.
Cheers.

Feel free to share your own feedback bellow/suggestions you guys can come up with to make it even more interesting.

9 Likes

dying in 30 seconds

enemy team has decisive advantage in both distance from cap and cover while blue team is left in the open

vehicles behaving as if the crew is stock

Nah man I’m out, yet again the least they could do is remove the crew lock if they’re not going to bother making it balanced.

1 Like

The only way to make it balanced is not to have the game mode at all.
This is by definition an imbalanced game mode.

You’re right, who could ever think that a game dev could, you know, fix up their game and make it fair and fun to play. I’m asking way too much out of AA and AAA developers to take the time to make sure new additions don’t break half the mechanics or have a thought in how vehicles actually play. It’s an impossible task, and I’m a cruel psychopath for ever demanding that out of a company I give my money to.

asymmetrical != imba
Solved in 1 tick

3 Likes

It is yet again a game mode that would be SUPER PHENOMENALLY AWESOME if more than ten minutes was spent thinking about how it plays on the infrastructure of the game (which I must harp on being the fundamental issue that needs fixed before anything else can properly be fixed).

1 Like

well ive tryd the new event so far… im happy to see it return but i have a small issue with it

its way to easy for the enemy to rush the caps and take them before the defenders have a chance to get in position
i just lost a match in minutes because someone just bumrushed the cap in a 234/2 and kept capping before anyone could respond
i dont want to see super long cap times… but the defenders should be given some time to try and counter attack
also the last cap (E) the enemy spawn is just basically ontop of it which means defenders yet again have little to no time to respond
so trying to double the time to cap from full blue to full red would given ppl more time and near the end not having the attacker spawn close to the cap would help improve it aswell

@Lauri_Heino
IDK if they changed anything since these posts & my matches, but the game mode has resulted in attacker wins despite attacker disadvantage.
So it’s surprisingly, for now, not imbalanced.

yes, because one (1) win = not imbalanced

I’ll pass

1 Like

1? It’s been 2, and both were stomps.

This is exactly the feedback that was given to the Nuclear Thunder Event (anyone remember that post “Make Nuclear Thunder a Permanent Game Mode), then Gajjin ruined it, I don’t think the will be much better.

TWO matches?? Oh, I change my mind altogether then!

It’s almost like that’s the problem

1 Like

i just lost 2 matches in a row in a few minutes due to a 234/2 just bumrushing the caps and capping before anyone can do anything… kindah… unbalanced tbh

1 Like

I found it… let’s call it amusing… being bumrushed and spawncamped within 30s and my crews magically acting like they were unleveled on both the attacker and defense side.

i think i had a similair issue, like a fired my guns on the german tempest… maybe 20 rounds… and click… gun empty somehow… and it showed a reload timer… in RB mode

Not me scouting a target 500 meters away (on a crew where that distance should be exact), and when I fire a ranged-in shot it goes well over a km away and reveals my position.

Or getting smacked across the face by the game not rendering an IS-2 right in front of me despite it being well within my crew’s render distance.

I actually like the idea of Advance. The mode itself could be really fun, but right now it feels like the balance is not there yet.

And I don’t mean only “this map is good / this map is bad”. The bigger problem is that some specific parts of the maps, and some specific stages of the match, feel very uneven.

The first issue for me is vehicle balance. The BR spread should not be more than 1.0, like in normal battles. At the moment, after about 10 minutes, the match often just turns into Tigers and Panthers fighting whatever the other team has, sometimes with a few Jumbos mixed in. Once that happens, the whole game slows down a lot. People start sitting near spawn, holding angles, camping the point, and waiting for someone else to move first.

For context, I played 10 matches in this mode so far, and I lost all 10 of them — yes, clearly a skill issue, I know. But the funny part is that it did not really matter if I was attacking or defending. In most matches, after the first phase, it turned into the same static heavy tank / tank destroyer fight.

I also think defenders should not have full CAS access. In my opinion, they should only get fighters to counter the attackers’ CAS. Giving both sides too much air power does not really solve the problem, because if the ground fight is already stuck, CAS does not always break the stalemate. If both teams are dug in and the point design rewards passive play, planes alone are not enough to make the match flow again.

The map design also feels inconsistent. Some stages favour one side, and then later in the same match another stage can favour the other side. I will not list every example, but on Volokolamsk the attackers can end up in open ground almost right after spawning. On Port Novorossiysk, the last point is protected by an embankment, which makes it much harder for defenders to properly contest it.

For the capture zones, I think Gaijin should use more already tested areas of these maps instead of putting new points in places that still feel experimental. Use capture zones and approach routes that already work in normal battles, then adapt them for Advance. Right now some points just create either a stalemate or a steamroll.

I really think the mode has potential, but it needs much more careful balancing: vehicles, BR spread, spawns, cover, approach routes, and the exact placement of each capture point.