7.4 - 'Assault' rebalancing ?
Kyhonido
22 Jun 2012
Hello there,
do not want to start another 'whine' thread, it's just that after some battles in the last two days the strong feeling about some re-balance necessity - specially for 'assault' mode on maps Prokhorovka and Malinowka arises. Do not get me wrong - I think it is excellent to have more battle modes - assault and meeting engagement are very nice add on as the battles are to be fought other way than usually. Anyway - the terrain advantage for the defenders is quite apparent.
In good old days, when playing the Steel Panther series (the first one some 20 years ago
) - the different battle modes with terrain / preparations advantage for the defenders were re-balanced with the stronger forces available for the attackers. So - anyone else feels like modifying the MM to favor the attackers in 'assault' mode could be interesting ? Or any other balancing ideas ?
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If you find yourself in a fair fight, you badly screwed up the preparations.
do not want to start another 'whine' thread, it's just that after some battles in the last two days the strong feeling about some re-balance necessity - specially for 'assault' mode on maps Prokhorovka and Malinowka arises. Do not get me wrong - I think it is excellent to have more battle modes - assault and meeting engagement are very nice add on as the battles are to be fought other way than usually. Anyway - the terrain advantage for the defenders is quite apparent.
In good old days, when playing the Steel Panther series (the first one some 20 years ago
----------------------------------------
If you find yourself in a fair fight, you badly screwed up the preparations.
CarroStimpak
22 Jun 2012
wait i'll find the image of the last battle in campinovka assault,we lost 0-15 ans they start killing us when we were 50 meters away the spawn point
Edited by CarroStimpak, 22 June 2012 - 12:22 PM.
Edited by CarroStimpak, 22 June 2012 - 12:22 PM.
CarroStimpak
22 Jun 2012
Now tell me devs,is it normal than drunken fools like you make a map like this?!? Everyone says is plain shit,we only killed 1 for an arty shot and we began dieing in C2 cause they could already see us,without counting we are driving tanks that go at 7km/h at max of speed on that hill.What should we do so? camping? we got only 10 mins and loose the same;attacking? we get shot down by a battery of tank hunters and artillery that have a clear shot on us. Scouts go way slower on the hill and have no chance of avoiding all those shells....NOW TELL ME WHAT THE FUCK SHOULD WE DO!
/rage mod off
Edited by CarroStimpak, 22 June 2012 - 12:27 PM.
/rage mod off
Edited by CarroStimpak, 22 June 2012 - 12:27 PM.
NocturnalK
22 Jun 2012
CarroStimpak, on 22 June 2012 - 12:19 PM, said:
wait i'll find the image of the last battle in campinovka assault,we lost 0-15 ans they start killing us when we were 50 meters away the spawn point 

People don’t like change however, its a human trate that is kind of frustrating at times.
Its imposable to make everyone happy, it can’t be done.
And its also imposable to make every match 100% even without ruining the game.
The only possible way to make a match 100% even is for the map to be flat, open with no obstructions and every one to be driving the same tank and configuration. Then you have the problem over players not being even and would have to take out every human player and replace them with a standard script - now that would never happen cus there would be no players.
As the old saying goes - life is not fair -the sooner we acknowledge this the sooner we can move on and accomplish our goals
Ahh the neg rep.. well the above is true weather we like it or not, its life - there is no such thing in life as a even match, there are winners and losers dispite what modern teachings tell us
Edited by NocturnalK, 22 June 2012 - 12:43 PM.
casusbelli15
22 Jun 2012
I've posted this reply on my thoughts on assault mode before:
Classic military doctrine dictates that when assualting a fixed defensive position a numerical superiority of at least 3:1 is required.
In the new game mode the ratio is 1:1, the mathematics of failure for the attacker in Attack game mode.
Classic military doctrine dictates that when assualting a fixed defensive position a numerical superiority of at least 3:1 is required.
In the new game mode the ratio is 1:1, the mathematics of failure for the attacker in Attack game mode.
abbyabz
22 Jun 2012
I honestly think people just need time to learn how to play these new game modes, all you need is a good scout let arty do its work then move up the hill
Kyhonido
22 Jun 2012
Yea, this is apparent - anyway, what could be the solution that would allow to keep and enjoy the assault mode ? Special matchmaking ? (e.g. more artillery for the attackers and less mobile vehicles for the defenders?). System of 'safe' points on the map that the attackers could use for the approach ? Decreased visibility ? Smoke screen grenades to cover approach ? Lower visibility ? That is what is interesting me.
Just remembering the standard Steel Panthers assault situation - SPG's laying the cover so the mineflayer tanks + engineers could clear attack routes w/o being wiped out.
. I would really enjoy seeing something like this.
Just remembering the standard Steel Panthers assault situation - SPG's laying the cover so the mineflayer tanks + engineers could clear attack routes w/o being wiped out.
CarroStimpak
22 Jun 2012
A lot comes down to teamwork...do you see the heavy tank in H6? is the IS-8 we were all shouting to move,how can you achieve a minimum of teamwork that way.
Dark_Cartographer
22 Jun 2012
Militarily speaking: An assault up hill or on an entrenched enemy is to be avoided...A general rule of thumb is 3-5 attackers for every entrenched defender with a preceding artillery barrage and reserves available.
I remember that from the minor infantry tactics. WG obviously don't.
I remember that from the minor infantry tactics. WG obviously don't.
libaf
22 Jun 2012
I was dreading assault on malinovka, but it didn't turn out to be so bad. Most of the time in any game the static camping team loses by annihilation to the moving team anyway.
I think it should be 15 minutes though, especially on malinovka where the attackers have to move uphill and slow tanks are at a disadvantage.
I think it should be 15 minutes though, especially on malinovka where the attackers have to move uphill and slow tanks are at a disadvantage.
pagandk
22 Jun 2012
Dark_Cartographer, on 22 June 2012 - 12:52 PM, said:
Militarily speaking: An assault up hill or on an entrenched enemy is to be avoided...A general rule of thumb is 3-5 attackers for every entrenched defender with a preceding artillery barrage and reserves available.
I remember that from the minor infantry tactics. WG obviously don't.
I remember that from the minor infantry tactics. WG obviously don't.
Yeah agree. I can see this assault working (somewhat) with attackers going downhill, but up hill against even numbers and with only 2 routes. *shakes head in disbelief* Inkompentence on WGs part.
arbenowskee
22 Jun 2012
Szturmi
22 Jun 2012
So far my teams have won 5 from 6 assaults I played as attacker. Often just crushing defenders like in this battle on famous Malinovka fields:

We won 13:3
When I made this screenshot we had still 3:54 to the end of the battle
Edited by Szturmi, 22 June 2012 - 01:02 PM.

We won 13:3
When I made this screenshot we had still 3:54 to the end of the battle
Edited by Szturmi, 22 June 2012 - 01:02 PM.
lonigus
22 Jun 2012
casusbelli15, on 22 June 2012 - 12:33 PM, said:
I've posted this reply on my thoughts on assault mode before:
Classic military doctrine dictates that when assualting a fixed defensive position a numerical superiority of at least 3:1 is required.
In the new game mode the ratio is 1:1, the mathematics of failure for the attacker in Attack game mode.
Classic military doctrine dictates that when assualting a fixed defensive position a numerical superiority of at least 3:1 is required.
In the new game mode the ratio is 1:1, the mathematics of failure for the attacker in Attack game mode.
Even then the MM trolls u with giving the defenders two USSR Ferrari and your team gets two KVs. How to win that ah? :P. Not to mention if they are awarded with a T95 camped on the hill with no arty that shoots at it :O
Szturmi, on 22 June 2012 - 12:58 PM, said:
So far my teams have won 5 from 6 assaults I played as attacker. Often just crushing defenders like in this battle on famous Malinovka fields:

We won 13:3

We won 13:3
What tiers in the game and I guess enemies rushed down in quite some numbers. If not being in the defending team top MM position I would uninstal lol
Sadun_Tryst
22 Jun 2012
In every other map there is a slim chance that attacking team will actually win.
Here on Malinovka... well... you can count on defeat if you are attacker on 99,9% of games.
Funny, since patch went live I was NEVER on defending team...
Here on Malinovka... well... you can count on defeat if you are attacker on 99,9% of games.
Funny, since patch went live I was NEVER on defending team...
crnivuk
22 Jun 2012
abbyabz, on 22 June 2012 - 12:41 PM, said:
I honestly think people just need time to learn how to play these new game modes, all you need is a good scout let arty do its work then move up the hill
Dark_Cartographer, on 22 June 2012 - 12:52 PM, said:
Militarily speaking: An assault up hill or on an entrenched enemy is to be avoided...A general rule of thumb is 3-5 attackers for every entrenched defender with a preceding artillery barrage and reserves available.
I remember that from the minor infantry tactics. WG obviously don't.
I remember that from the minor infantry tactics. WG obviously don't.
many of the maps are simply not suited for this kind of gameplay. Some people think its just whining. Well I prefer a "fair" match over teams where one team has a clear advantage. And starting on a hill is a pretty huge one in my eyes.
Edited by crnivuk, 22 June 2012 - 01:07 PM.
Zombot101
22 Jun 2012
lonigus, on 22 June 2012 - 01:00 PM, said:
What tiers in the game and I guess enemies rushed down in quite some numbers. If not being in the defending team top MM position I would uninstal lol
oddly i have found this to be not the case, IF the defenders sit back they are easy to pick off, there is very little room at the spawn point and one average scout can spot most of the defending team, the defender needs to move forward to gain space to defend, or suffer the fate of campers who fail to react.
The weakness of this game mode is the random make up of each side, you can end up with a team less suited to the task, ie defenders with massed meds.
Liquidfreak
22 Jun 2012
Just FUCK YOU stupid wargaming. Are you sure you dont need make an TUTORIAL for this modes? I am sick see, when we are attacking and half team is on the another side of map and last half waiting for draw. Are you really serious? This modes is sweet and looks as fun, but sometimes i get big anger because you cant tell to that stupid kids around how they must play this.
Dont tell me dont be rude, i looking forward to changes in this patch, but french op vehicles, new modes when 70% kids around doesnt know how play this modes and against promises there is still big amount of pene for zero isnt fixed.
I like this patch anyway, but you really need to do any tutorial for bunch of morons around..
Dont tell me dont be rude, i looking forward to changes in this patch, but french op vehicles, new modes when 70% kids around doesnt know how play this modes and against promises there is still big amount of pene for zero isnt fixed.
I like this patch anyway, but you really need to do any tutorial for bunch of morons around..
Zombot101
22 Jun 2012
casusbelli15, on 22 June 2012 - 12:33 PM, said:
I've posted this reply on my thoughts on assault mode before:
Classic military doctrine dictates that when assualting a fixed defensive position a numerical superiority of at least 3:1 is required.
In the new game mode the ratio is 1:1, the mathematics of failure for the attacker in Attack game mode.
Classic military doctrine dictates that when assualting a fixed defensive position a numerical superiority of at least 3:1 is required.
In the new game mode the ratio is 1:1, the mathematics of failure for the attacker in Attack game mode.
this is true, but its a local 3:1 ratio, which oddly means lemming trains to one flank are a good idea here, BUT it does need team work, which is the issue with randoms. That said poor team play by the defence creates bad results to.


