I’ll be honest I do not care for this mode. Bring back world war mode with no vehicle restrictions or the same BR system we have in RB and it’d be fine.
… listen, I didn’t mean I was rushing quickly. But I am russing as fast as a slow brick can limp okay lol
NICEEE, I can finally play it :D
@Stona_WT there’s any chance for the next run include the 9.3? I really want play it with my secondary line
Maps need to be made specifically for THIS game mode, just like the Nuclear Escalation itself. Until then this mode is nothing more than spawn to spawn sniping. Only semi playable map is the Port rest are pretty awful to play.
The maps were fun for ww2 vehicles, especially Volokolamsk, but as they are now, they don’t work with these modern vehicles at all.
Rather than the “specific events with specific rotary BR ranges” mess, I believe the mode should just join the regular matchmaking rotation across the board within the main game.
It is only the way it is now because it’s a testing phase; however, I expect and hope that this will eventually just become a part of the main game across all BRs.
the time it takes to capture A,C and E points is already really fast, too fast. both the area size and time are way too small. capturing should take at least 30 seconds from neutral state to prevent a strat of just rushing to the cap leaving defenders unable to do anything if even a single enemy manages to reach the cap.
Both sides should be able to access multiple spawns behind the frontline to enable safer spawns for SPAA, while making spawncamping more dangerous.
Also, for attackers, recently captured sites shouldnt turn into spawns, it’d be better for them to turn into ammo crates, and previous ammo crates turn into spawns instead.
However, if there is no CAS - it’s really fun.
This battle rating is perfect for this game mode, there are MBTs, IFVs, some ATGM carriers, Spike slinders. Higher BR would be worse. Plus possibility to play more with premium vehicles.
Much better iteration than 5.7 one.
Oh for goodness sake
the spawn camping on the E point defense on Volokolamsk is not fun can’t do anything
I played a few matches of it today and I am already struggling to like it at 10.7. I really liked that game mode at a lower br, but I was playing Sweden today which has a really nice line up at 10.7, but every match I played I got put on the defenders side up against Russia(mostly) and every single time Russian tanks would absolutely dominate, like it’s not even a competition especially when people on the defending side leave on mass as soon as we lose the first cap. If this mode has any sort of chance at top tier it’ll have to be balanced differently than at lower tiers.
NGL the mode sucks more than the first iteration, and all that happened was the BR changed. None of the sightlines/spawn issues with the first round of Advanced were even addressed. So now adding much faster, capable vehicles, on top of some of the most broken close quarters fighters of the upper BRs into slapdash maps that had feedback on what was wrong with them is frankly stupid.
Some rounds, the offensive team couldn’t even break out because there’s too many shoot and scoot positions to smoke off and break out, to say nothing of longstanding issues of UAV abuse and the fact everything but the 2S6/OSA can’t easily find them.
yeah not even fun any more
That’s how testing works? Simple AB Tests to see what people say.
it will be wayyy more balanced now without the td spam
Feedback:
My personal philosophy behind my suggestions and feedback always aims to create memorable moments and keep people engaged, so here is what I think about this new iteration of Advance.
I genuinely enjoyed the first iteration. I really wanted to play it at higher tiers, but it needs a ton of work to reach a point where it’s an enjoyable game mode at top tier.
Issue 1: Maps need to be reworked to reflect technological changes from WW2-era vehicles to modern MBTs. The maps are way too small for modern vehicles. And I enjoy small maps, but this is just too small.
Solution: Increase the size of the map bounds and put the objectives/spawns farther away from each other. This should give teams extra time to take/retake the point. Also gives ample time to flank or counter push.
Issue 2: The games are too short, and limited spawns make the experience miserable. Because of this, players play extremely safely, and due to the low number of spawns, people will just turn the game into a shooting range. Making the entire gamemode useless.
Solution: Remove the limited spawn entirely and use a shared spawn pool system. I see this as a better way to experience the gamemode. because people don’t need to focus on how many lives they have, and they can just focus on playing the objective. This also opens up the ability to take risks and try something different instead of holding a spot for like 10 minutes. I personally believe the game mode reaches an insane amount of fun halfway through, when people just start bringing out everything. If a ton of players are forced out, it makes moments like this very one-sided and kinda kills the feeling of having a moment to remember.
Adding to the spawn pool idea. It will only be for the attacking team. Give each vehicle a value; whatever the value is, it reduces the team’s spawn pool total. For example, all tanks are worth 1 point. Helis and aircraft are worth 2 points. For balance reasons, limit the defending team to a limited number of aircraft in the air at the same time. Helis, Fighters with CAP loadouts are not counted. The points can be replenished by doing a couple of things. It will completely reset if the attacking team takes the point. Additionally, points could be added passively by having the team work together. A point can be added if teammates repair each other, shoot down defender aircraft, or use smoke effectively for the team.
Other feedback
CAS is balanced. I like the way it is with you needing a ton of spawn points. It still takes time, and it’s hard to rush it compared to how normal GRB works. It keeps both parties happy. Less spam of CAS due to the difficulty, and being able to use CAS to add a bit of asymmetric warfare.
Include helis. This is a bit crazy, but hear me out. Give them an SL cost spawn like tanks, but limit them to rockets and guns. ATGMs will still require SP. It will be a fun add-on because it can give SPAA players more targets and add another persistent threat that can make or break the capture point. Helis are weak enough to get shot down easily, so IMO they aren’t gonna be too OP if there is a player with ears on the lookout.
Gaijin i hope you read this :)