Asymmetrical Battles Await You In the “Advance” Event!

Can this be extended? I took the family up to the mountains for July 4th so I won’t be on until next Monday.

@Stona_WT

No matter what BR they put it at, players are going to take basically nothing but the top BR vehicles.

They need to make it so spawning the lower BR vehicles does not cost SP, while spawning the top range BR vehicles does cost SP. This gives the player more options for what they want to use their spawn points on. Whether to spawn another Pz IV for free to save for a tiger, or use a smaller amount of SP to get a panther or something.

I address the idea more fully here

More feedback and suggestions

  • Far too much time is spent trying to catch up to the next point when one is capped if you die just before it is capped. do something about this. hold w sim is boring.
  • some points are impossible to defend, or the teams seem to have equal access to them. Hardly an attacking and defendign team
    *4.7-5.7 is the right BR range if we only have one BR range. Add more BR ranges seperately!
    *Ticket drain is annoying for attackers. Ending feels arbitary. We just lost while capping E and it felt… random. Suggestion: limit attacker spawns BUT they get more when a point is capped.
    *light tanks are broken! They rushed 2 points in my prev game D and E capped in a row nothing anyone could do and i hadn’t even got to D before E was capped and the game ended

Yea, it was a short lived gamemode (The original ‘Break’), there were 4 points, you had your own ‘one’ then 2 in the middle, which had to be capped at the same time to unlock attacking the others ‘one’.

You still had to hold the mid 2 to get started on capping so if someone rushed out and snuck into a point, it would stop the abilitiy to start the cap of the one, but I think if it started the cap on the one, you couldn’t decap the 2 to stop them, you had to contend the one point.

im loving this mode, i already played it years ago when you guys tested it in some way.

I love it being ww2 vehicles, but i think defenders need some improvements or advantages maybe?

As attackers being germany you will destroy the defenders.
Defenders need spawns closer to the capture point and increase the time to capture

right now you spawn too far to do something or defend

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A lot of matches are tunring into hold W simulator for the attackling side. My most recent match had me holding W from 9 minutes until 13 minutes without ever reaching the fight… and no I’m not just being a blind German main and driving right past the entire enemy team

Yea, that got me when this was first tested (Last time), you end up spawning on a spawn point that’s just about to move up, and you’re having to drive all the way through everywhere because it’s just not something to j-out over, and you are always just behind everyone.

I think i’ve had 9 attacking games ina row with germany now. What is up with that?! it was all defending on day 1

Having played it, there is definitely things that needs to be improved.

This is a gamemode that would benefit very much from very large maps. The reason for this, is so there can be longer distance between the capture points, so the defenders will have time to set up defensive positions. Because currently, the way the defenders are able to set up a defensive formation, is but sacrificing a capture point. If they die, then most of the time not able to get back to the capture point they need to defend, since their spawn is very far away from the capture point.

I would also highly suggest you take a look and use/take inspiration some of the mechanics from Battlefield 1 Breakthrough game mode. Key features that I feel the Advance gamemode could benefit from, would be that there is 2 capture points that needs to be held at the same time, and that defenders can recapture. Another is that when attackers have captured the points and are able to advance, there is a grace period where attackers are not able to advance, so defenders have time to set up defensive positions, so it doesn’t become a steam roll. This would work somewhat the same way as bigger maps would, with giving time for defenders to set up positions.

While i have not tried to play defender where we got to the final capture point, so i am not sure how the spawn are with those. From what I did see on Port Novorossiysk, for the second capture points, the defenders spawn on the opposite side of the bay, and have to cross very far in open sightlines, to be able to defend the capture point, and that is too far for the defenders to travel, to have any kind of chance to defend their capture points. Another problem is also the early game on that map, is that the defenders don’t have time to go to the capture points in time, before it is captured instantly.
A key thing, is that early in the game, the attackers should have a bigger advantage, where later game the defenders should have a bigger advantage. At the same time, both teams should have equal chance to get into advantageous position. But a way that defenders can get a bigger advantage in later game, can be done by letting the defenders spawn closer to the capture points in the later stages of the game.

Like the attackers should not be able to move past the defenders spawn, equally the defenders should also not be able to move past the attackers spawn, to make sure that they can’t just shoot the enemies in the back. This could be done by, after the attackers have captured a point, then 1-2 min after that, the zone that automatically spots enemies too close to spawn like in the regular gamemode, gets place on the map near the attackers spawn, with nearly everything behind that spawn.

Another thing is, that if you make some of the existing maps bigger, so that they can be used for this gamemode, they would probably also be able to used for the regular gamemodes, where there is some of the playerbase (me for example) that have been asking for larger maps. The thing is, even though a map can be large in regards to the area it takes up, it can still feel like a small map, if the sightlines that is there is not that long range.

Overall, it is a good gamemode with a lot of potential, but as it currently is, it is as they say a diamond in the rough.

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This would also provide a solution to the attackers spawn limit issue. 5 spawns is not enough for the attacker side imo, but you also don’t want to make it unlimited spawns so that the attackers can just endlessly snipe from their spawns.

Battlefield has the system where capturing a zone gives you more respawns, could work in this gamemode too. for example, if you an intermediate point (B or D) you will get X amount of extra spawns.

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On Maginot Line the placement of point A doesn’t make sense.

It is in front of two houses. There is no cover for the defenders, but the houses provide cover for the attackers. This is not a defensive position! If it was moved behind the houses it would be much better

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Honestly, Gaijin should have just limited this fun mode to Novorossyisk. Those fields of fields in Maginot and Volokolamsk are just utterly depressing, played each once and I am done with. Give me Novorossyisk any time - all the time.

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Novo is the best map in this mode, BUT point E and D are dull because you either can’t catch up to the rapid advance or the defnding team has collapsed and you can’t find anyone to fight

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Would be great to see this version of Port Novorossiysk placed back into the map rotation.

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Suggestion:

Move spawn MUCH closer to points for defending team.
However, the spawn moves to the next point when a certain total number of respawns are used by the team OR when the point is captured

Perhaps top br vehicles shoukld cost SP to spawn…

Maybe like this:

5.7: 300SP
5.3: 200SP
5.0:150SP
4.7 or lower: free

You could vary by vehicle type as in GRB mode. Or maybe even by team, eg a TD would cost more for defenders than attackers

Another suggestion:
Make it so that capture points require 3 players to cap and at least one must be anything other than a light tank. Rat rushes are entirely undefendable on many points!

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It’s just a worse version of existing ground battle, didn’t liked it.

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Remember this is more of a demo of a concept than a finished product

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Port Novorossisky is by far the worst map for defenders. I have yet to experience a single defender win and I’m willing to bet that the win rate of attackers vs defenders will reflect it when the data is examined.

Simply, the new wave of defenders can’t arrive fast enough to block the advancing enemy, and even if we get to set up at the point, like i just did at E, in comes the CAS and destroys my heavy tank with a single cannon fire strafe. That was just a Do 335 B2, not even a Pucara or a 45mm Yak that can wipe teams with way more ease.

From point C and onwards, the defenders are at a disadvantage and seem to be incapable of stopping the enemy push.

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I won plenty defending it when I could get defending games as Germany.

Now it’s all attacking. What’s up with that?! @Stona_WT