I wasn’t expecting to see this tested again so soon, very cool. The chosen BR is not my cup of tea, but that’s neither here nor there since to have a future, the mode would need to be playable at most BRs anyway.
A question, @Stona_WT if you can answer of course. Is this a test being run with a view to potentially making this a permanent or at least regularly recurring mode? Is there anything you can share with us such that we may orient our feedback? Basically what are you guys hoping to get out of this test information wise?
I think it makes sense for them to do only one BR bracket at a time right now if it really is a test… remember, the previous Advance mode didn’t get a huge population. (One of the reasons why I’m surprised to see it back so soon).
Personally I feel like the “natural” next step would be to simply incorporate it in the standard matchmaker, so that the BR brackets problem is resolved. Also because this avoids the situation where everyone is running at the top BR of the bracket because there’s no point playing the weaker stuff. But I dunno, it depends what they actually want to achieve with these tests.
It cannot be this hard for the developers to use their god given brain and THINK for a second, when adding a Rush-esque mode.
Genuinely how hard can it be to design maps and modes properly.
WHY is the DEFENDING TEAM further away from the DEFENSE OBJECTIVE than the attacking team!!!
Gaijin, thanks for robbing Arcade players of the chance to continue enjoying Advance.
It is not a problem for us, because there are so many other special event modes available in Arcade. Right?
Battle is over when CAS is spawned.
Like for real, air players are allowed to have their game mode and ground as usual needs to be combined.
Even the free SPAA isn’t there.
Main strength, I see, in this mode, is to utilize bigger maps. While I like to play on bigger maps sometimes, I agree with majority of playerbase on a lack of action and frustration of getting long to get somewhere only to get killed again. I believe that this mode could help with that, if the spawn points and capture points can move around the map.
I won’t take part in this one, because BR is too high for me, but I really like the idea and the experimentation that you are putting out. It is great to see that you are trying to put that great selection of vehicles, you built up over time, into new situations.
yeah this map is peak gaijin moment in how NOT to design a map/mode
caps also imo need to be FAR longer in being capped, too quickly can caps get taken then force defenders back before they even have a chance to get a foothold.