I play on the campaign mode servers quite often so my observations are related to playing apartments-TE in campaign mode. For a long time, I've noticed that apartments is far too unbalanced in favor of the attackers. Whenever the chance comes up to vote for a territory containing apartments, it gets selected. I have even witnessed apartments "ping-pong" whereby one team attacks apartments--wins, then loses the next round followed by the other team attacking apartments again back and forth several times.
The major problem for apartments is that the ticket count favors the attackers too heavily. The difference varies from 100 to 160. The most common outcome is that the attackers win before time runs out; however, a solid team on defense that manages to hold both D & C caps for the entire match runs out of tickets despite their best efforts. With four minutes left, defending reinforcements deplete and the attackers are still sitting at 80 to 100 reinforcements.
I suggest adding 30 or 40 base tickets to the defending forces. This will allow good teams to hold out for the entire match instead of bleeding out despite achieving a superior kill vs casualty rate. As of now, by rough judgement in my head, attackers win 85% of the time and defenders 15%.
Even with some added reinforcements, the map would still favor attackers, but its best to make little changes at a time. The observation I post above is something I have noticed for many months, and yet I am surprised that no one else has brought it up.
Thoughts?
The major problem for apartments is that the ticket count favors the attackers too heavily. The difference varies from 100 to 160. The most common outcome is that the attackers win before time runs out; however, a solid team on defense that manages to hold both D & C caps for the entire match runs out of tickets despite their best efforts. With four minutes left, defending reinforcements deplete and the attackers are still sitting at 80 to 100 reinforcements.
I suggest adding 30 or 40 base tickets to the defending forces. This will allow good teams to hold out for the entire match instead of bleeding out despite achieving a superior kill vs casualty rate. As of now, by rough judgement in my head, attackers win 85% of the time and defenders 15%.
Even with some added reinforcements, the map would still favor attackers, but its best to make little changes at a time. The observation I post above is something I have noticed for many months, and yet I am surprised that no one else has brought it up.
Thoughts?
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