The Advance mode is back with higher Battle Ratings!

So far Novorosyk, steamrolled by Russian team

Exactly this! This mode has so much potential and the only real issue I had with the first round of testing was that the maps where a bit on the small side. And then they just up the br to a range that already doesn’t work in regular gameplay because the maps are too small!

3 Likes

Advance is so good for higher BRs.

FINALLY real tank warfare with proper flanks, using terrain cover and long range shots instead of CQB alaska bullshit.

I enjoyed every match I played so far. Amazing. Cant even touch GRB after it.

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Just play one battle, with brits and friend of mine take rusians. Volokams map… And i must laugh so much. As stated on the battle…
Do gaijin have clue how make any fair event? :D I am sure they know, but this one is not the one :D
Thx for trying atleast.

Also, i think it will be good with modes like these or nuclear, to take a points to any ongoing event. It will be nice ♥

1 Like

Yup, every type of vehicle in this mode has a role, TDs and light vehicles aren’t as useless as the meta MBTs in regular GRB. Even the most useless ATGM carriers can play to their strengths as defense in this mode and actually do good.

Maps just need to be larger, better laid out, and have better attack/defense positioning for each team.

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My own design of high-tier Advance for Volokolamsk with at least 2km between spawn zones for the ground vehicles AND plenty of terrain shift to break direct line of sight between them.

And I only smacked the spawns, capture zones, and battle area together within the last 45 minutes. Now working on the triggers for everything.

5 Likes

Maginot Line is an awful experience for the attacking team, the terrain gives you no strong points to attack from and it almost always devolves into spawn camping within a few minutes. Add that to the inability to pull off strong flanks because of the corridor boundaries on each map and it’s a nightmare. Were these maps playtested at all?

Just encountered a four man coordinated squad in a attacking team twice in a row. Matches ended in less than five minutes because they were able to rush caps extremely quickly. So, if you ever decide to let full stacked squads participate be sure there is also a full stacked squad on the other side too.

Also, maps definitely did not work back then and it doesn’t work right now. Gameplay for defenders is finding a spot that you can peek over and camp until you die especially on the open field maps. Thermals and LRF make this much easier than previous test. Most maps don’t even let you flank as everyone has thermals and there is no cover to hide. Pretty awful gameplay to be honest.

Definitely needs a bigger map with multiple cap points that are spread out and more spawn zones at minumum.

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Just keep it below BR 8.0.
With Thermals, LRF and Spikes this mode doesn’t make sense.

With low/midtier tanks and planes this mode is fun.

But that right now is just horrible.

You guys SERIOUSLY need to do something about the early leavers in this mode, it’s bad enough in regular maps, but what the hell is the defending team supposed to do when 2 3rds of the team just quite when they lose the 1st point?

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Gotta say I think some people are missing the point here. Obviously since it’s still in testing the BRs need work. I played this a lot so far and love it, can’t wait for it to be a permanent addition, although I do agree it needs more maps. This is way better than GRB.

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Completely wrong, just go east up the hill and you have a solid push location.

Should make this a permanent gamemode lol

So in the progress of working on this I’ve discovered that the sole Volokolamsk map (avg_volokolamsk.bin) has a baked-in limit to the ground vehicle play area that I can’t change even when setting an on-map-load trigger meant to overrule that.

HOWEVER, it does explain why all everything in these tests are so crunched together distance wise with barely any spacing for high-tier vehicles: because they want to use the standard Ground map zones and there isn’t any other ‘high-definition terrain’ that they can use to spread things out on.
Not like it’s needed as I’ve uncovered via playtesting my own missions that I made into a Suggestion here: Enduring Confrontation Combined Arms.

Seriously, it’s high time that these current-day steel behemoths get the combat areas they are designed for instead of what are functionally nightmare scenarios for strategic operations. They don’t need all the pretty high-fidelity grass, trees, terrain, or detailed rubble, but space and enough foliage and structure to not be unable to do anything but be spawncamped and get killed immediately after spawn protection goes down.

2 Likes