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.