This has potential if balanced properly. I don’t agree with this game mode not existing at all. The issue with the game mode is spawns being so open that you are able to be spawn camped, thats a failure on basic map design and proves they didn’t really test this.
The best match I had was on the novorossiysk map, because the spawns are:
A) secure from spawn camping
B) there are multiple avenues for the attackers to push to the point
C) varied positions
A mode like this would have also benefitted from being in a EC format, rather than the forced 25 minute match.
@Smin1080p_WT I would like to also say that there should have been a feedback prompt for playing this mode.
that Is what I was trying to say, but due to how burned out I felt from playing, I wrote the things that came to my mind/I experienced, cause I just didnt have energy to write out complete comprehensive review, honestly out of all maps I feel like Novorossiysk is the most balanced/most fair, compared to other 2, but defenders for example are far away from points, while the attackers are realy close, and capture points take like 10 secs to capture, giving basically almost 0 time to respond
I really liked it, even with all the flaws it might have, it’s a million times better than GRB, especially if it were available for top tier, after all, it’s even worse over there, the map is sometimes so tiny that it just looks like a closed corridor with tanks that were supposed to be fighting from kilometers away…
There needs to be somewhere, that classes as a cap point to rearm, in between the spawn and the point to be defended.
And for the advancing team, a point kept to be a rearm spot rather than having a and b disappear and on to c to cap. You will run out of ammo before long without dying.
I’m not going to be held hostage for someone else’s improperly designed infrastructure. If we’re getting spawncamped at the start of the match, or I’m ganked within 30 seconds of match start, or the servers pull some RNG bullshit, I’m out of here. Don’t like it? Fix the maps and modes.
Then you wait for the spawn point to change to the next if you’re being spawncamped…
If you’re not going to even give the map a chance, the map isn’t the issue. After all, you’re only being crew locked because you’ve left early… In a match that has infinite spawns and a decent return.
1.So far, what I have noticed is that defenders can rarely defend the first point because the enemy can simply drive into it before defenders get there. Either have the defenders spawn closer to the point or at the point in the starting minutes of the game, or have attackers wait a longer time for the defence to get in place.
In consideration of the first point, after capturing the point, maybe make it so that the attackers get some of their spawns replenished, so they could keep going while upping the defenders’ spawns
When attacking, if you capture a point, you don’t really have any options to rearm; either you have to revers untill rearm point, or you have to go and get killed. Would it be possible to have the captured point be usable for rearming and replenishment for a few minutes?
It might be interesting if you would add a variation of this event, where both sides are going to capture and defend the points, making the matches last longer and require more teamwork.
Hopefuluy this ideas I had will help to make the game better.
Gaijin… biggest improvements to this mode would be:
Defending team spawns closer to the point.
Cap points should be MUCH larger to allow for contested points to be fought for
and lastly, there needs to be a 60 second timer before the attacking team can move on to the next objective to give the defenders time to position themselves.
I didnt say the game mode “addresses the CAS problem” in the sense of solving it. Youre inventing my position out of scratch here.
My position was that within “Advance” game mode, CAS is merely more restricted, not adressed entirely.
Likewise, me saying the mode adds a greater layer of tactical gameplay doesn’t imply every other issue is fixed.
My point was simply that it improves several aspects of Ground RB enough that I think it is worth being made permanent.
The way you originally phrased it (“I don’t know where in the leaderboard you are to get bombed”) comes across as suggesting my experience is due to my performance level rather than explaining the mechanics of revenge CAS.
Im not arguing definitions, my point is mechanical.
Compared to normal Ground RB, CAS has a higher SP requirement in this mode. That means the average player has to earn more SP before spawning CAS, so access to CAS is more restricted than in regular GRB.
If your argument is that the increase isnt large enough to affect gameplay loop when compared to GRB, thats a different discussion, but thats not the same as saying it isnt harder to spawn CAS.
My argument is about CAS/SP mechanics and their interaction within the mode. It doesnt matter which player and why uses CAS.
Their motivation matters little to how the mechanic functions.
Once again im not arguing that CAS has been addressed.
Im arguing that this specific mechanic raises the barrier to spawning CAS, particularly for players who previously rushed a cap and immediately spawned an aircraft.
If you want to argue that scouting offsets that on some maps, sure, but thats different from saying the mechanic has no effect at all.
At this point I think we’re discussing different things.
Hate to repeat myself once gain, but Im not arguing that CAS is addressed.
Im arguing that, compared to standard Ground RB, this mode changes incentives in a way that makes tanks more important and CAS less accessible.
If you disagree with this specifically, could you explain where you think it fails? That the SP cost raise for CAS aircraft isnt nowhere near enough?
Wdym?
Fair correction, SL for tanks, SP/SL for aircraft. The point still stands: tanks have a lower barrier to respawn than CAS in this mode, which is exactly why I said it shifts momentum toward ground gameplay.
Im not just talking about personal match experience however. The point is that CAS access is more restricted in Advance due to higher SP requirements and tanks being more accessible.
That changes the timing and frequency of CAS compared to standard GRB. Since you cant just rush cap and Jout to hop in CAS, that locks large portion of players from spawning a CAS plane first five minutes into the match.
Whether you feel like there are “still too many planes”, that is separate from that mechanical difference.
I would like this to be like Night Battles, where they have a toggle button.
That would simply give you a chance to have this Advance gamemode in normal Realistic Battles/Arcade
Also, rewards needs to be increased to reflect that aswell.
Personally, the thing I’m more interested in is what Gaijin has to say about this.
Is this a test for a potentially permanent mission/mode? Is it just a time limited event that we won’t see again for the next three years? Is it meant to be semi recurring like Naval EC? Their intentions for Advance would also clarify the kind of feedback we can give. If it’s just meant to be a bit of occasional fun it is one thing, very different if it’s meant to be even semi-permanent.
@Stona_WT@Smin1080p_WT by any chance are you guys able to offer any comment or indication about this?
I have to say that it’s pretty annoying that we loose a match just because one guy got killed on E, meanwhile it’s three-quarters capped and two of us are on it. Just because we “ran out” of tickets, i guess. it is lame and unfair.