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Suggestions to improve ASL team balance


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Problem:

 

ASL is very heavily biased towards the blue team. There are many reasons for this:

  1. Blue can prevent Red from accomplishing their objective via bodyblock with medium or heavy hulls. This will be even more effective once hull overdrives are added since Mammoth will literally get the perfect overdrive for bodyblocking: invincibility + untouchable. Red cannot do this.
  2. When a red flag carrier dies, they start over from square one. When a blue player dies, they spawn right back at their post (aka where they are supposed to be). On the tiny maps like Forest this doesn't apply since the flags are so close to the point that red basically does spawn back at their post.
  3. Defender's advantage - red team must take a predictable series of routes to accomplish their objective; blue does not. Thus it is much easier to counter red than it is to counter blue.
  4. On some maps like Bobruisk, there's a nuclear energy drop right in the blue base...seriously? They don't even have to leave their post to get overdrive? 

 

 

Solution:

  • Every ASL map except for the really small ones like Forest should have at least two blue points. What would this solve? First of all, it's harder to just concentrate all your forces and turtle the point so no one can get there (advantage 1) since you now have to divide the team between TWO points. This also means that if a red guy kills a blue guy the blue guy can't always just pop up in front of them 5 seconds later (advantage 2). Also this kinda fixes advantage 3 cuz there's more routes now
  • Flags should not be auto-returned immediately; there should be some amount of time where the flag stays where it fell. This can be accelerated by a member of blue team manually returning it. This fixes advantage 2 and kinda fixes advantage 3 too
  • Remove nuclear energy spawns in blue bases. I already explained why. 

 

 

What do you think? 

 

:)

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Attackers in ASL control basically whole map so they have easy access to most of supply drops. That makes the attack easy.

So first of all, the blue people could just use their own supplies, which are exactly as good. 

 

Second of all, so what if you have 2 times the HP or 2 times the damage? Unless you literally whiz by under their nose, they can still bodyblock you. So what if along the way you kill a bunch of Blue guys? They'll just spawn right back in your way a few seconds later. Remember, Blue people don't have to worry about dying because it slows them down for at most a few seconds. Finally you could just hit a mine (and trust me, that ain't hard considering that there's only so many routes) and no supply is gonna help you then. Even if you survive the mine it won't be for long. 

 

Finally, there aren't that many supply drops, and it takes many minutes between drops anyways. 

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ALSO ONE MORE THING THAT I FORGOT TO ADD TO THE MAIN POST: 

 

  • Blue can literally see the position of every single Red flag carrier except when they're so close that they don't need to. I shouldn't even have to explain why this is bad. How to fix? Remove the indicators. 

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Finally, there aren't that many supply drops, and it takes many minutes between drops anyways.

It takes 1¾ minutes to drop a box after it was picked so players get 3-4 boxes per drop point, 5 in ideal conditions.

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Good idea. Yes, of course, there is a need for a second (or possibly) a third blue base. By having two or three blue bases, this allows for packs of tankers of the blue base to be split into two or three packs, meaning that there are less tanks on each of the blue bases, allowing extra chances for the red team flag carrier to successfully deliver flags to the blue base. At the moment with only one blue base its almost impossible for the red team to win, so the blue team wins nearly all the time, making gameplay unfair for the red team.

 

The nuclear energy supply should drop in two locations on each map. Each team base (red and blue) should have one nuclear supply. By having a nuclear energy supply of each team's base, this balances the overdrive for a team because if you only have one nuclear supply available for one team base, the team which catches the nuclear supply and activates it can give more changes of their team winning, whilst the other team base that does not have a nuclear energy supply is vulnerable to lose the battle. My suggestion is to have two nuclear energy supplies on each map, and one on each team's base.

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It takes 1¾ minutes to drop a box after it was picked so players get 3-4 boxes per drop point, 5 in ideal conditions.

Did you read the entire other 2 paragraphs? 

 

Also for some reason it really doesn't feel like that short

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Also, contrary to what you think, Red does not control as much of the map as you think. Only 4-6 players are needed to guard the base, depending on the map, so this leaves some blue players free to roam around. 

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The nuclear energy supply should drop in two locations on each map. Each team base (red and blue) should have one nuclear supply. By having a nuclear energy supply of each team's base, this balances the overdrive for a team because if you only have one nuclear supply available for one team base, the team which catches the nuclear supply and activates it can give more changes of their team winning, whilst the other team base that does not have a nuclear energy supply is vulnerable to lose the battle. My suggestion is to have two nuclear energy supplies on each map, and one on each team's base.

Ok fair enough

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i totally agree with all of what you mentioned above , the entire blue team never runs out of supplies , overdrives for 8 people (if used correctly) can be a massive pain for the red team , especially if the blue team is full of heavy hulls that just sit around the point and wait , and on top of that they give them nuclear energy (what the hell tanki ?) , so killing them is a pain , let alone delivering a flag straight to the middle of their base.

 

I hate assault game mode because it's simply not balanced and not fun to play , even if you are on the winning team . 

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I think defense points need to be changed, too. Blue gets defense points regardless of where it kills red team and that red team member doesn't even need to have the flag. Blue can go into Red base, kill a mult and get defense points. In my opinion, defense points should only count if the red flag bearer gets killed in blue base. 

 

On some maps, the bases are pretty well clearly defined. But in maps like Industrial Zone, blue base isn't clearly defined, it needs a perimeter. 

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Declined

 

There are no plans for any more major changes to ASL mode.

  • Flags are returned instantly to reduce effectiveness of the "train" strategy, where a bunch of red tanks just follow each other and pick up the flag when the carrier in front dies in order to guarantee capture.
  • New overdrives are very effective for red team, which is why the nuclear supply should stay near blue.
  • Having more than one base would be near-impossible to defend effectively, since even with one base reds can attack from different directions and use their ODs to help them capture.

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