#(INVASION) Limit faction choice on defense

1 messages · Page 1 of 1 (latest)

wanton turret
#

There are some faction options that are terrible in certain situations. For example if you play invasion and your on the defending team you should never be able to select a faction that has only two logistic vehicles and or no TOWs available. People are stupid and only vote for small arms "They got great guns" or "We should have more tanks" is often the brain dead logic.

Its not fun to watch the defending team lose in 20 minutes because they have zero counters to overwhelming armor. Great way to kill a game is to allow really bad matchups like this.

The other day I watched attackers pick armored militia (3x T62 + other heavy vehicles) and the defenders pick Turkey with no TOWs. WTF why is this possible??? Needless to say I just quit the match and loaded another game.

quiet sequoia
#

This should be left up to servers who can already limit units per layer and per team.

echo tundra
wanton turret
elder estuary
#

i dont see how those pictures relate to faction choice

#

but i agree armored on defense is braindead

wanton turret
#

like when on defense there should be a heavy bias in the faction list towards factions with defensive specialty. Like Combined arms should never be a selection on defense

#

or light inf with only cars and two logis should never be a selection when defending

stiff pollen
#
  1. Two logistical vehicles are enough for most invasion round.
  2. Having no ATGMs as defender is normal and is for obvious balance reasons.
  3. Factions having great guns or a good amount of tanks is a valid reason to choose them in invasion as both of them are better than tows.
  4. If your invasion rounds only last 20 minutes for defenders than it's not a game problem but a skill issue on the servers you play on.
echo tundra
# wanton turret So Im going to disagree with you here, 1) the norm is people play wrong. 2) Havi...

"No wrong way to play Squad," isn't about the effectiveness or a particular tactic or approach to the game.
It is about the design philosophy of the developers that players can choose for themselves what methods they use, and if they're more or less effective it's up for the players to decide without the game telling them.
People voting for bad factions and units is a part of the game. Same as placing bad habs, being bad at flying, or having poor situational awareness.

When I said that no TOWs on defense was the norm, I was talking about invasion layers before faction and unit voting. Most invasion layers had factions on defense that didn't have TOWs (INS/IMF) or conventional forces that had TOW emplacements removed from them (often removing TOW vics as well).

PS the factions that don't have TOWs on defense almost always have counters to armor in the form of their own armor once it spawns.
PPS Regardless of how bad the unit the defense chose they shouldn't be losing in 20 minutes. If they are then the problem isn't a lack of TOWs.

hot comet
#

All of OPs examples are just bad play. If Defenders got a good faction you would just see a different failure with the same origin.

#

You can't possibly see the different options that players have and blame the sub-factions themselves for players not using them.