Many people have noticed that the defenders in RS2 tend to win in territory maps. The last full lobby Hue City game I played, Vietnamese had 350 tickets to the US' 100 when the time ran out. Seeing the attackers win was a rare occurrence and usually only happened as servers were filling up partially. I do not think that this is a faction imbalance problem. If the roles were reversed, I am certain that a US defending team would still be winning most matches.
In the past, the devs have tried using tricks like expanding capzones, adding more cover everywhere, and eliminating the ability to recapture zones. These are fixes that I hope the devs do not pursue this time around. Problems come by pursuing these solutions.
What would help the most in my opinion is breaking up large objectives into more smaller objectives and add an "attacker lockdown/secure" system. The system works as this:
As it stands now, a squad leader dying wipes out all progress in moving the battle forward for the attacking team--and it happens often. The ability to secure a multicap objective and spawn at it after holding it for a while would add some more permanence on progress. If balanced right, the choice whether to go for a "secure" or to quickly capture the other objective would represent a compelling choice.
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Some other techniques could be pursued as well. Widening maps is a very potent tool that I hope the devs use more. A few more alleyways on the sides for the US to sneak in would greatly increase the chances of a successful breakthrough on Hue City. On the rubber plantation on Chu-Chi, expanding the map to include the road on side of the map would give attackers a parallel embankment to take cover behind as they advance--yet still represent an obstacle that they have to cross--not an easier approach, but an alternative approach much akin to Spartanovka's great long ditch. Map balance can swing greatly by giving more avenues of attack. Something I've noticed is that attackers win a lot when the server isn't totally full; I've seen lots of 20 vs 20 matches where attackers win. A lot of the attacker vs defender imbalance comes from having every possible avenue of approach fully and evenly covered. More frontage per soldier means the front is less dense in some places and it swings maps hugely in favor of one side or the other.
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Thoughts on attacker vs defender balance? As it stands, something I feel, needs to be adjusted.
In the past, the devs have tried using tricks like expanding capzones, adding more cover everywhere, and eliminating the ability to recapture zones. These are fixes that I hope the devs do not pursue this time around. Problems come by pursuing these solutions.
- Some capzones in R02 were problematic because they encouraged teams to not fight. A bunker may have 5 people inside, but if the capzone is the bunker + the land in front, the attackers are simply encouraged to ninja cap the zone and force the enemy out through the red "out of combat area". It really cheapens the experience.
- Adding more cover is fine in rare circumstances but maps often can become too visually cluttered. RS2 has a nice balance of long range and short range shootouts. Trenches like on commissars house that directly lead you to the capzone feel artificial and cheap.
- Recapturable zones create firefights. Some of the most memorable moments in barracks on R02 is the constant back and forth between C and D. Hue city has very intense back and forth firefights because of it as well. I truly hope they do not neuter this going forward.
- Tickets and respawn timers are fine and dandy but only go so far. Winning through sheer force of tickets but still being slaughtered during gameplay feels abnormal (look at what happened to Apartments balance).
What would help the most in my opinion is breaking up large objectives into more smaller objectives and add an "attacker lockdown/secure" system. The system works as this:
- When the attackers capture an objective that is part of a multicapzone front (like A and B on Hue), the objective can only be recaptured in a limited window of time. Like 3 minutes.
- If the attacking team manages to hold an objective, it is considered secured.
- A "Secured" objective cannot be recaptured and the attackers can spawn at it.
As it stands now, a squad leader dying wipes out all progress in moving the battle forward for the attacking team--and it happens often. The ability to secure a multicap objective and spawn at it after holding it for a while would add some more permanence on progress. If balanced right, the choice whether to go for a "secure" or to quickly capture the other objective would represent a compelling choice.
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Some other techniques could be pursued as well. Widening maps is a very potent tool that I hope the devs use more. A few more alleyways on the sides for the US to sneak in would greatly increase the chances of a successful breakthrough on Hue City. On the rubber plantation on Chu-Chi, expanding the map to include the road on side of the map would give attackers a parallel embankment to take cover behind as they advance--yet still represent an obstacle that they have to cross--not an easier approach, but an alternative approach much akin to Spartanovka's great long ditch. Map balance can swing greatly by giving more avenues of attack. Something I've noticed is that attackers win a lot when the server isn't totally full; I've seen lots of 20 vs 20 matches where attackers win. A lot of the attacker vs defender imbalance comes from having every possible avenue of approach fully and evenly covered. More frontage per soldier means the front is less dense in some places and it swings maps hugely in favor of one side or the other.
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Thoughts on attacker vs defender balance? As it stands, something I feel, needs to be adjusted.
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