Forum Discussion
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?).
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.
- 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.
- 3 years ago
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.