yes, because one (1) win = not imbalanced
I’ll pass
yes, because one (1) win = not imbalanced
I’ll pass
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
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
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.
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…
This would be a disaster in top tier, maps are way too small for Advance mode.
Just a further reflection on how gaijin doesn’t know how to properly design maps.
Absolutely this.
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.
How are you even getting crew locked in this mode… Stop bailing out the second you think the match is lost.
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.
Posting this here as it is a relevant suggestion.
They are still larger than the current maps in the GRB 99% of the time.