Some feedback here from the play session yester from the 29th server.
Summary:
The map was played with a nearly filled server if I remember it correctly. So it was probably something between 50-60 on the map. I joined in late for the very first round because my map download was pretty slow. The first thing I noticed was that the attackers seem to be stuck on the first three beach caps. PsychoPiedgeon asked for a new round with scrambled teams and after the new round with scrambled teams the first caps fell rather quick. After that the attackers too most caps with ease and especially the last caps fell pretty fast.
Balance Feedback:
Hard to say yet if the first three objs need some tweaking. The defenders can put up a good defense if they have "better players" on their team. I think the key to to attack these objectives are aggressive attacking and good use of artillery. It could be worth testing only giving the attackers artillery support for the first three objectives. This could help the attackers a lot and will also keep the defenders from pretty much spawn raping the spawn with their own artillery.
When the three objs. fall it can be pretty hard for the axis to put up a good defense. I think the sheer numbers of objs. can be a problem here and a good defense here needs a lot of communication and coordination (and people willing to do that).
Still the last objs. seem very hard to defend. I think maybe the japanese spawn to close/to open and they can be killed off the spawn easily. Might wortk trying to move the japanese spawns to better positions here.
Summary:
The map was played with a nearly filled server if I remember it correctly. So it was probably something between 50-60 on the map. I joined in late for the very first round because my map download was pretty slow. The first thing I noticed was that the attackers seem to be stuck on the first three beach caps. PsychoPiedgeon asked for a new round with scrambled teams and after the new round with scrambled teams the first caps fell rather quick. After that the attackers too most caps with ease and especially the last caps fell pretty fast.
Balance Feedback:
Hard to say yet if the first three objs need some tweaking. The defenders can put up a good defense if they have "better players" on their team. I think the key to to attack these objectives are aggressive attacking and good use of artillery. It could be worth testing only giving the attackers artillery support for the first three objectives. This could help the attackers a lot and will also keep the defenders from pretty much spawn raping the spawn with their own artillery.
When the three objs. fall it can be pretty hard for the axis to put up a good defense. I think the sheer numbers of objs. can be a problem here and a good defense here needs a lot of communication and coordination (and people willing to do that).
Still the last objs. seem very hard to defend. I think maybe the japanese spawn to close/to open and they can be killed off the spawn easily. Might wortk trying to move the japanese spawns to better positions here.