What’s the best way to counter this?

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Counter… what exactly? Bad team?

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It’s fair because both teams also have them

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maybe…uh dont…attack 5 people at once?
Are you complaining about having too much security at A, too smart opponents, or that one random charging 5 enemies
Isnt this similar to VV

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You’re really smart.

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uh thanks

if youre entire team goes to a single points its not always stupid assuming they actually get it and can then move to other caps after while sticking together in a lump killing the enemy team as they move between them

saw it happen just recently on test site 2271 where the enemy team was somewhat split up between a b and c and all of my team apart from me and one other guy went to C, but then my team slaughtered the enemies at C and moved across to A through B and we won pretty easily

I don’t think every player on the green team is “stupid,” but at the team level, their behavior is clearly very inefficient. You could even call it a kind of collective stupidity.

I’d estimate the green team’s chance of winning at around 20%–30%.

The green team is not made up of a bunch of idiots. It is made up of players who each made a decision that seemed reasonable for themselves, but was extremely bad for the team as a whole.

That is also why you see this kind of thing so often in War Thunder. It is more interesting than simply saying “my teammates are bad” — this is essentially a coordination failure.

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The green team still has one possible way to turn the match around: use their concentrated force to suddenly overwhelm the red team at A, then quickly push toward B and create a local snowball effect.

The problem is that random teams in real matches are rarely coordinated enough to do this. After taking A, some players will stay there, some will stop to repair, and others will chase enemies. As a result, the actual push toward B or C is usually very slow.

And the red team’s biggest advantage is not even that they already control all three directions.

Their real advantage is that they have the freedom to choose where the fighting happens.

If A becomes too difficult to hold, they can simply fall back. The forces at B and C can attack the green team from the flanks. They do not even need to fight that large concentration of green players head-on — they can just hold two capture points and let the green team keep losing tickets.

This happens often, I was a foreverlone heading to C, while everybody and their mother spawn at the other side closest to A, then enemies heading to A completely outnumbered and get crapped on until they can’t even leave the spawn lol

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Exactly. That’s the problem — everyone makes what seems like a reasonable individual choice, but the team as a whole ends up in a terrible position.

Then the one or two players who try to cover C are basically sacrificed, while the main group at A can still somehow get outnumbered and spawn-trapped. That’s why I see it more as a coordination failure than simply “bad players.”

But Gaijin could reduce this kind of behavior by changing the reward system and giving players more incentive to spread out, capture different points, and support the team instead of all rushing to the same area

I find the angle and help my team. Watch the flank and protect your noobs. Before you know you’ll have nuke.

or they could just make random spawn actually random, since most people dont actually pick their spawn and yet gaijin still spawns like 80% of the team on one side of the map, or even disable picking your spawn

The real 1000IQ move is when they take A and, ignoring the other 2 points, keep going into the spawn where they all die to people with spawn protection.

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yeah thats the real problem, that tends to happen

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Yeah, exactly. It happens way too often, and I think the game’s reward system is partly to blame.

I dont really think the reward system is to blame tbh, because taking caps, getting assists, scouting, and holding flanks are already well rewarded, its just that people are bad at the game and tend to solely focus on killing even though its only better than everything else if you get like a 10 kill game, but if you dont do that often playing support is better rewarded

That’s a fair point. Support actions are already rewarded, so I agree it’s not simply a case of Gaijin “not rewarding” them.

I still think the game design influences player behavior though. Kills are much more visible and satisfying, so a lot of players naturally chase them even when playing the objective would be better for the team. Maybe the issue is less about the amount of rewards, and more about what the game makes players feel is important.

yeah thats definitely my opinion on the matter, but I just dont know if theres really much that can be done about such a matter for specifically warthunder, like there examples of games creating purpose for support roles but (like foxhole) but even then like 75% of people just do the normal go shoot people job