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Defending side seems to be stronger in Frontline mode


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Poll: Should be the defender side given a handicap? (45 members have cast votes)

You have to complete 250 battles in order to participate this poll.

Should be the defender side given a handicap?

  1. Yes (22 votes [48.89%])

    Percentage of vote: 48.89%

  2. No (23 votes [51.11%])

    Percentage of vote: 51.11%

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anonym_ONf4riLfS6sJ #1 Posted 07 May 2018 - 08:39 PM

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As in the title. Played 5 or 6 matches of frontline. Summarized the dealt dmg of the two teams and they're nearly the same. Still the defending side won with a huge difference.

Edited by BatChatMan, 07 May 2018 - 09:11 PM.


Zyme #2 Posted 07 May 2018 - 09:32 PM

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Won plenty of times attacking. Git gud.

Strappster #3 Posted 07 May 2018 - 09:35 PM

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:D

 

Can't vote because there's no option for "a lot of people are playing it for the first time today so how about waiting for the players to get some idea of what needs to be done" before passing judgement?

 

One of the guys in our clan said earlier that the defenders only won because no one on the attacking team could find their fifth pillbox. That's an advantage for the defending team but I don't expect it to be a long-term one. :rolleyes:



Ley1 #4 Posted 08 May 2018 - 12:41 AM

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Defender = win.  Easy as that. Attacking team always go for tanks, not for cap, 99% has no idea how mode works. They just shoot the tanks in front. Capping is like ebola for them, nobody wants to touch it. So yea, ofcourse defenders win. Between killing tanks, win zones, killing 3 out of 5 zones at the end, ALL IN AN IMPOSSIBLE TIMEFRAME, yeap, defender = win.

Spurtung #5 Posted 08 May 2018 - 12:48 AM

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View PostLey1, on 08 May 2018 - 01:41 AM, said:

Defender = win.  Easy as that. Attacking team always go for tanks, not for cap, 99% has no idea how mode works. They just shoot the tanks in front. Capping is like ebola for them, nobody wants to touch it. So yea, ofcourse defenders win. Between killing tanks, win zones, killing 3 out of 5 zones at the end, ALL IN AN IMPOSSIBLE TIMEFRAME, yeap, defender = win.

 

This pretty much atm, you might also add that 5 could cap but when someone does, at most I've seen 3 in there.

 

Only once I was in the defending team, and that was my only win. One time I've seen the defending team holding our resupply area, so you can imagine how that corridor went...



OneSock #6 Posted 08 May 2018 - 12:14 PM

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Problem is "no cap kill all" buffoons are teaching player base to kill rather than cap.

 

Only in this map, "kill all" or doing damage to an enemy that re-spawns has little merit.

 

My advice is to spam in chat "MORE ON CAP" over and over until they get the message that they actually have to cap the bases.

 

Once you do this, easy win.



Igor_BL #7 Posted 08 May 2018 - 12:16 PM

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i played 7-8 games, and attackers won all but 2 games.

TheOddRogue #8 Posted 08 May 2018 - 12:26 PM

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Maybe add some sort of ticket system alongside the capture zones? So that damage also counts into the win?

lord_chipmonk #9 Posted 08 May 2018 - 12:31 PM

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Honestly, if the defenders do have an easier time of it, I don't mind. You're trying to form a beachhead. Not the easiest thing in the world to do. 

TankkiPoju #10 Posted 08 May 2018 - 12:32 PM

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Who gives a crap, play it for credits.

Balc0ra #11 Posted 08 May 2018 - 12:32 PM

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Defenders have the clear advantage on the first stage. But then they get more spread out & more confused once the attacker starts to push. And if they get past the 2nd stage on anything. The amount of side roads increases to confuse the defenders even more. I've gotten to turret #3 with no opposition every time, as not many know of all the roads leading up to it to name one.  Late game the defenders need a good scouts to have a chance. As then the attackers have to many guns at the rear un-spotted from my experience. I've won more as attacker then defender.

tankqull #12 Posted 08 May 2018 - 12:34 PM

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View PostBatChatMan, on 07 May 2018 - 07:39 PM, said:

As in the title. Played 5 or 6 matches of frontline. Summarized the dealt dmg of the two teams and they're nearly the same. Still the defending side won with a huge difference.

 

nope,

the problem is the attacking side has to play for objectives

and dmg farming doesnt grant them automatically.



All_up_in_ur_grille #13 Posted 08 May 2018 - 12:52 PM

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View PostBalc0ra, on 08 May 2018 - 11:32 AM, said:

Defenders have the clear advantage on the first stage. But then they get more spread out & more confused once the attacker starts to push. And if they get past the 2nd stage on anything. The amount of side roads increases to confuse the defenders even more. I've gotten to turret #3 with no opposition every time, as not many know of all the roads leading up to it to name one.  Late game the defenders need a good scouts to have a chance. As then the attackers have to many guns at the rear un-spotted from my experience. I've won more as attacker then defender.

 

I've found holding the bridges around objective 3 in heavies (particularly VK100.01P) to be a reliable strategy for defending, and difficult to break when attacking. Had one battle yesterday where, amazingly, a few people positively responded in chat to "defend bridges around 3", they didn't just cluster on one bridge but held different ones and resisted the temptation to drive off during spells of inactivity. Easy win. Should be an even more solid strategy for 5 man platoons on defence

 



Artick_ #14 Posted 08 May 2018 - 12:58 PM

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View PostZyme, on 07 May 2018 - 09:32 PM, said:

Won plenty of times attacking. Git gud.

 

Yes you got 46% winrate on your account , and "YOU" win plenty of attacks :))

 

 

# ON

 

There are many people playing this Frontline . It just started , most of people dont know that they have to defend / Cap base and destroy those guns.

 

# Attack seems better to do damage > More credits

# Defend seems easy to play > More wins.

 

I was able to lose an attack with 20k damage done and 5k assist > 588k Credits profit :)

 

#  problem isnt the attack or Defend side, problem is the player.

Capping base should give +3 minutes ( not +2, is too little)

Also when destroy a GUN should give +1 min .



Ley1 #15 Posted 08 May 2018 - 07:43 PM

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Defend is op. Nobody cares about capping, or they have no idea. And for attackers, to get cap after cap,beeing shoot at, and to get the guns at the end, all in this small timeframe, is 99.99 not possible. When frontline was tested, nobody cared on the test server. On liveservers, things are different.

Bordhaw #16 Posted 08 May 2018 - 11:02 PM

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View PostLey1, on 08 May 2018 - 06:43 PM, said:

Defend is op. Nobody cares about capping, or they have no idea. And for attackers, to get cap after cap,beeing shoot at, and to get the guns at the end, all in this small timeframe, is 99.99 not possible. When frontline was tested, nobody cared on the test server. On liveservers, things are different.

 

The last battle I was on the attacking side it was like 20 vs 8 but none of the attackers were anywhere near the guns. Let alone near destroying or even trying to destroy them.

I still think many attacking players get bogged down trying to destroy defenders on the way when the caps should be their real target. Which is 80% the opposite of random battles. 



Search_Warrant #17 Posted 08 May 2018 - 11:13 PM

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I dunno. i have lost while defending before a few times now.




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