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7.4 - 'Assault' rebalancing ?

Kyhonido's Photo 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 :Smile_Default: ) - 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.
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CarroStimpak's Photo 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



Posted Image
Edited by CarroStimpak, 22 June 2012 - 12:22 PM.
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CarroStimpak's Photo 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.
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NocturnalK's Photo 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 Posted Image
had the opposite on the same map last night as the attackers, won 15-5. I think a lot comes down to team work, we did have the advantage of having no really slow tanks tho. However, i think the game modes in general are working and fun, im liking the varity in the games im playing now, its always differant and haiving to think about what im doing more rather then following the standard routine that i got use to doing the same maps and saem attack moves over and over again for the last year.

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.
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casusbelli15's Photo 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.
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abbyabz's Photo 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
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Kyhonido's Photo 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. :Smile_great: . I would really enjoy seeing something like this.
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CarroStimpak's Photo 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.
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Dark_Cartographer's Photo 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.
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pagandk's Photo pagandk 22 Jun 2012

Am I seeing right? You are suppose to attack up hill?
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libaf's Photo 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.
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pagandk's Photo 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.

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.
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arbenowskee's Photo arbenowskee 22 Jun 2012

 pagandk, on 22 June 2012 - 12:54 PM, said:

Am I seeing right? You are suppose to attack up hill?
actually no. You have to take the flag under the hill in the village.
Edited by arbenowskee, 22 June 2012 - 12:56 PM.
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Szturmi's Photo 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:
Posted Image
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.
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lonigus's Photo 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.

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:
Posted Image
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
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Sadun_Tryst's Photo 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...
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crnivuk's Photo 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
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 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 think this answer is the best one


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.
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Zombot101's Photo 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.
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Liquidfreak's Photo 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..
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Zombot101's Photo 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.

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.
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