Does anyone think that giving attackers so many tickets is balanced??
I would love to see the stats from DICE. Breakthrough must be like a 80% win rate for attackers or higher.
You need an absolutely terrible team attacking you to win on defense. Or you need your team to play perfectly for about 20 minutes straight to remove their reinforcements. And hope they dont take any sector too quick or they'll get another 100+ tickets. and the defenders always have less vehicles on top of it.
Breakthrough matches on defense always are frustrating because it takes teamwork and it takes players being on the point to contest it. Most casual/low level players dont do this. They sit back and shoot at the enemy from a distance because its too hard to stay alive in the capture zone. Or they zerg rush at the front lines of the sector near the out of bounds area and die so fast that they never actually defend the sector. So you can feel like you're doing good, keeping the enemy team out, playing for 10 minutes or more, and see that you need to kill another 250+ enemies to win.
Since the respawns for the attackers are so far away as well, it becomes very difficult to reinforce a point.
So what you have is attackers with more vehicles, an easier gameplay style, and they basically only have to push through and win ONCE while the defenders have to win dozens of times over 20 minutes to win? And when the attackers make that one good push they get reinforced with another 100 tickets? So sometimes its basically like the defenders didnt even accomplish anything in a sector.
This mode is a joke, its completely unbalanced and if you lose on attack, your team isn't trying at all.
The max tickets for attackers needs to be reduced and the ticket regen on capturing a point should be reduced. The attackers get a big benefit for capping a point quickly, why dont the defenders get a benefit for holding a point a long time?
For each sector the defenders hold to below 50%, the attackers' ticket regen should be reduced by 25%, or some type of bonus that recognizes that you held a sector well. So if in the first sector attackers get down to 150 tickets and then they cap it, instead of getting a reinforcement of 125 they would only get a reinforcement of 90. Maybe not exactly these numbers but you get the idea.