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[Issue 60] [Review] Assault: Second Attempt


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Assault mode is back and better more chaotic than ever. Not one, but three flags; not one, but two points! The tables are set, and it's time to find out how the new design performed. All accounts of this are solely from my perspective, so I encourage any logical dissent in the form of a comment. If you want to get an idea of what I thought of the previous version, you can check out my previous review. Spoiler alert: This time, I won't be as hopeful.

 


 

Why add more flags and points?
 
I think it is important to address the following question: why were three flags and two points added to the mode? It allows the conversation to begin with the cause for the move, not just the effect. By doing this first, we can understand the new function of the mode and the developer's intentions.
 
First, the number of flags available is likely a direct reaction to red team's lack of support of the flag carrier. If you'll recall, the previous version had one flag, and it was common for a team to fight over who carries the flag. With one source of point production, it was an easy target for saboteurs or weaker players to take advantage of. By increasing the opportunity, it lessens the potential stress caused by any hiccups in flag carries and captures.
 
Second, the number of blue points was increased to prevent blue players from advancing across the map to the red side of the map. The job of the blue team used to be relatively easy. Prevent the flag carrier from capturing and dispatch any support that followed the flag. After doing that, it is easy to be drawn out into the open field in search for targets. With two points to defend, there are two areas to focus on, instead of further up the map. We'll talk about the effectiveness of this later.
 
Finally, could the changes be completely random? A gift to players? An, "Oh yeah, we didn't forget about this, so here is something more to play with because you had to wait." I think this is unlikely, but I wouldn't discount it. I know that is unfair to say, but I wouldn't have reviewed the mode the first time if I didn't think it had potential. If it was put on the backburner, then they felt it wasn't worth putting in front of other complicated updates. I did and still do think it has the potential to be a great mode, even better than Control Points.
 
I'll be fair and point out the previous version of the mode (or even the current) was not viable for many maps. The mode offers very little intrigue in symmetrical maps, but would still be functional. It would be too difficult to play with just one flag and one point on a large map like Berlin or Lost Temple. It just wasn't applicable enough to implement in the full game.
 
Cause and Effect
 
Now that we've looked at why changes may have been made, it is time to observe the new effects of these changes. Once again, you can read my previous review and another review by former reporter @sonofchrysalis3 to get an idea of what it was like last year, so we can start contrasting it to the current version. Here is my take on both sides of the mode, and the new flaws in the way it is played.
 
Red Tyranny
 
A simple observation of the red team shows there are three opportunities to take a flag. Now you don't have to wait very long, if at all, to get a flag and advance across the map. It wouldn't be impossible to see someone waiting for a flag who was destroyed and too far away to support the current flag carrier. In that event, it makes sense to wait, but I would still advise supporting whenever possible.
 
Unfortunately, three flags takes away the importance of support. I've seen many instances where a flag carrier can cross the map and capture by his or herself with no help. You could argue the long rangers in the red base helped out or the blue team was weak, but either way, the way the mode is being played allows for this. This takes the point of the game away, to be a united force pushes through a wall to win.
 
There are plenty instances where players pair with a flag carrier, fending off attacks and right there to pick up the flag should the carrier be destroyed. Two flag carriers even pair together and can capture one after the other.  I think this is a great strategy, two shots at the same time. This is great to do on an open undefended point. You're getting twice the points within the matter of seconds, which is important in relation to the blue's point progression (which I'll get to).
 
After capturing flags, if still alive, it is helpful to dispatch blue defenders. Just your presence within their base is enough to keep them from defending their points. The less defenders in the way, the easier it is to capture and get 3 points a pop.
 
The power of three flags gives the red team the upper hand. There is a huge amount of cover to weave through to the blue base. Most of the time, red team wins. Tankers are naturally driven to attack. Offensive, always.
 
Blue Armour
 
Not as hard to see that blue divided their point into two on either side of the map. Hard enough to get people to focus on one point, now there are two that could not possibly be any farther apart! The geography already presents a problem for the team. I'm not against the flags being distant from each other, it's that the efforts of the team are not sorted effectively. Defenders are all at one point and can't stop captures on the other side. Half of the team could be on the other side of the map.
 
Previously, it was harder for the blue team to maneuver forward through the map due to its geography. Now the sides of the map are open, making it easy for blue members to wander into red territory. It does not help the cause to destroy red players in their base. "Tackling the root of the problem" does not work in this case. Few red players are destroyed. those that slip away are taking flags and capturing at points that the blue team is not defending at. It defeats the purpose of the defending side.
 
I don't blame the geographical barriers that were removed and I don't blame the players either. Not everyone is good at defending. In fact, most people are not. In a game where destroying tanks is required to progress through ranks, it's natural to want to look for enemies to destroy. It's an unavoidable byproduct of the system.
 
Even what some would consider good defense might not cut it in this mode. A heavy hull that is able to block oncoming attackers is rarely practiced. Defenders waltz out away from the castle prop barrier. I am guilty of this myself; I attempt to intercept the enemy in the midfield. It generally doesn't work. The four entryways to each point is clear cut and obvious, yet the blue team never puts up a solid defense.
 
The mode has been in the game for a good few weeks and some have picked up on the appropriate times to return flags. If the supporters, who followed the flag carrier that was destroyed, are close, it would be a good idea to return so they can't take the flag in hopes of capturing. However, if no one is around, the flag can be left where it lay. This prevents red from taking more flags and advancing further.
 
The theory that I initially introduced for the two points is increasingly unlikely after watching players performance from the first version. It is difficult to get a team of players to all defend. Most cases, blue team loses.
 
Battle Variance
 
Before I get to the numbers, I want to explore the possibilities with the battle setup itself. This is crucial information in determining which team is likely to win most often.
 
XP/BP Format
 
Upon entering most matches, blue always had the lead in points. Red was just unable to rack up points fast enough. In part because gold dropped so often. In XP, that is an arduous ordeal. Many players that have one hit of damage have to self-destruct every time they see that gold is about to fall. Though this is not the sole reason for the lack of competition in this format, the lack of variables makes it easy for the blue team to defend even if it is not done efficiently.
 
PRO with no Supplies (with drops)
 
I played ten rounds (five on each side) and found that the red team won only three times. I leave out more details to allow you to make your own connections. Batting .300 isn't too bad in baseball, but I one would think a game mode is best balanced fifty-fifty. Without supplies and drops, blue has the advantage of fighting red without any tools. I will divulge the fact that those ten matches were closer than a lot of matches because there were supply drops.
 
General match with smart cooldowns
 

The most common and easiest to enter into is the non-pro battle that produces mostly red wins. It is very rare that blue can prevent the exponential rate at which red is able to capture flags. Supplies are in the hands of both sides that for all intended purposes everyone knows how to use. But people don't know how to defend and only know how to attack.
 
Some Math
 
As mentioned earlier, the red team captures a flag and receives 3 points. The blue team receives 1 point around every 10 seconds; so 6 points per 60 seconds. This means the red team only needs to capture flags at a minimum rate of 2 per minute in order to tie. Here is an example of a winning capture rate:
 
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Nearly five captures a minute?!? That is insane! This doesn't take into account the varying rate of capture, this is just to show you the general principal behind the point structure. In the event of a red team loss, the capture per minute should turn out to be less than two.
 
Point Gap
 
When it comes to the points a player receives on the roster, the same tough effort on either side produces two different amounts. In CTF mode, you can score 900 points on one side and score 900 again on the other side, depending on the map. Adversely, a defender doesn't score as much as the attackers who take and capture flags. The same principal is applied to Assault for the worst.
 
There is more incentive to play on the red team purely by the fact that you can score within the thousands and the blue team can only reach the high hundreds, as you see in the example below.
 

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If by the sheer number of kills alone, I believe Gabriel and I deserved more than 300 crystals. Red hogs the fund to an absurd degree.
 
This can be fixed by allowing players to attain points by sitting by the point itself, like the mechanism in CP. This would not effect the score at the bottom right but would effect the roster. The range of the point ought to be wide enough to encompass the square area that is within the castle props, but the blue stream does not need to connect to each player, it would be an unneeded visual cue.
 
Looking Back
 
I think I should quickly readdress my last review a year ago. I believe I was a little too enthusiastic about the mode. The lack of further public testing over the course of a year proves that I might have been a little too high on the experience.
 
In the first part on the positive aspects of the mode is mostly true today. The roles on each team are the same and still require genuine teamwork. The mode has obviously not been in the game to be experimented on with eSports, though I have less enthusiasm about the possibility of it becoming a big mode in that area of the game. CTF still provides the most stressful and tactical experience to participate in at that level, so Assault would be a step-down.
 
As for the negatives, I know why I went into a debate on whether the fighting over flags was sabotage but I don't know why it needed that much space in the article. That issue is also resolved with two additional flags added. I assume my point on predictability was getting at the fact that the repetitive failure on either team was concerning, though that happens all the time. Now I think the mode is better equipped to work in other maps (Still available to make them if ya need some *wink*).
 
The Take away
 
I saved the final theory on why the additional points and flags were actually added until the end; not only to give you that "ah-ha" moment but to sound the alarm: They were added so it would be implemented into the game. That doesn't come with statements like "ASL ranks high on the list of favorable gifts." Developers did not do anything with the mode, as far as we know, until it was set to be added late this last December.
 
Credit is given where credit is due. I think the mode is better of than it was a year ago; that's not to say it should be put off now. Developers, do what is necessary to implement the mode, don't sit on it. You brought the mode back because you see its potential. And players, if you see the potential too, you should hold the developers' feet to the fire. I'll leave you with a suggestion from my French counterpart Viking4s. Don't forget to check out his complete, comprehensive review on the New Years Map!

 

 

Maybe one alternative solution is to have both teams share the objectives to assault and to defend, both teams will have 1 or 2 flags and one Assault point.
In this set up both teams have the sames rewards, point will be given for each flag cap on the enemies Assault point, like in FTC but you don't need to have your own flag on the base to be able to cap.

So here is the basis of this idea layed out in a match on the map Sandal. I think the number of flags and points is relative to the map. Each team doesn't necessarily need more flags and usually won't need more points. Accumulating points for owning a point would not exist, a team would only score points by capturing flags. I think this is a great compromise. A team is not bound to defending a point but it would help. Obviously, tankers are attack driven and this still suits them.

 

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Did the changes to ASL work for the better? What did I get wrong? Please continue the discussion of Assault Mode if there's something that should be deemed worthy of further discussion. 

Thanks for reading; hope you enjoyed.

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Edited by Vikingsrallentando
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Playing on blue team was atrociously difficult . Last game I played on AS mode was quite close though with me as our best defense (Drugged Hammer Hunter M2 with Mines is super hard to defeat. ) Tho in the end Red won by 11 points

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Playing on blue team was atrociously difficult . Last game I played on AS mode was quite close though with me as our best defense (Drugged Hammer Hunter M2 with Mines is super hard to defeat. ) Tho in the end Red won by 11 points

Do you think it was difficult because of the two points and the distance between them? Or the lack of focus in the blue team itself?

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