Forum Discussion

spudbug's avatar
spudbug
Seasoned Ace
3 years ago

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.

4 Replies

  • @SpudBug It never was fair. On one had you want to reward a good push on other hand you want to also support good defence.
    Also that idea giving less if defenders held well punishes last time push but support steamroll round.
    Also remember some maps have very good sector to defend and then few pretty bad sectors wich usually captured rather fast so it isn't like +150 but rather +150 and +150 in a row which literally nullifies the whole progress was made before. Move defender's spawn closer, remove spawn CD and give more means to defend (maybe few boltes available all the time?).
  • ABC-Warrior-real's avatar
    ABC-Warrior-real
    Seasoned Veteran
    3 years ago

    I do have an issue with the spawn locations.  On Exposure for instance, I was defending the first point, I clicked to spawn ON the capture point and was spawned pretty much at start point for my side.  By the time I'd run to the capture point it was too late.  Plus, you get snipers watching the primary spawn point and picking you off en route.

    I don't expect to spawn right on top of the area being defended, but near it would be nice.  

    Do attackers get too many tickets?  I don't know, I've had a few rounds of Breakthrough that have gone into overtime because it's so close, but I've also been completely steam rollered by teams and the game is over in minutes.  For me, the thing that makes the difference is vehicles. The attackers seem to get loads and the defenders not so much.  

  • CyberDyme's avatar
    CyberDyme
    3 years ago

    The number of tickets available to the attacking team would not have been an issue if the gameplay in itself had been more balanced!

    So the real issues here causing this total imbalance are other factors which all needs fixing to make the gameplay fun for all parties in the game.

    First off is of course the sparse and poor map design and their barren contents.  They are simply not designed properly to facilitate longer term strategic gameplay and interactions between the two warring teams.

    Next is the number and availability of various vehicles.  The two team sides should be balanced here instead of pampering the attackers with more firepower and leaving less adequate for the other team's defensive efforts.  

  • Dice have never done anything to balance the mode. They thought making the game mode 64 players provided a more "tactical" experience (a load of BS). With the exception of rooftop objectives with limited ways to get up to them (still can't believe somebody at Dice thought that was a good idea) 128 Breakthrough was relatively balanced when the game first released. Attackers and defenders had similar number of vehicles and the attacking team didn't get a ridiculous amount of tickets to ensure that they win. 

Featured Places