@aslan14 said in Push Defense Is REALLY Easy:
You all are making good points, and I am sure NWI will make tweaks over the coming years to balance out the maps and offense/defense.
A couple of additional thoughts:
- The attacking and defending team have the same number of waves, just not to start. The attacking team earns their waves as they take an objective, similar to the Day of Infamy Invasion mode
I was going to say this--beat me to it! It's a common misconception (differing wave numbers) that I can only assume comes from lack of experience. They're obviously the same amount; it's even explained in the opening text of the load screen lol.
- Tweaking aside, this was also a reality in Insurgency 2014 and DOI. There is something to be said for learning tactical approaches for dealing with campers, for clearing out rooms, for using smoke & explosives correctly, and for moving in a coordinated way as a team.
So, I've heard this argument before, and I agree with it to a point. In DOI and Ins2, it was very different, however. The maps in SS are so much larger that there are literally hundreds of corners where someone could camp and it be an effective position. It's simply not feasible to nade/RPG every corner where a defender might be camping. I regularly see people nade/RPG the common camping spots, but then there's one or two people in weird, seemingly random corners that clean up 2-3 attackers before they're shut down.
The community in pubs seems to be adapting to smoke use pretty well--I see them thrown rather liberally and it makes for a much more interesting push. But defense simply has too much of an advantage with the current map designs.
- I rarely see a game where no attacking team member reaches their objective and holds it for some period -- and often I do see that the rest of the attacking team hangs back or otherwise does not take tactical advantage to use smoke or move up and keep the pressure up.
I agree that one man shouldn't be able to just storm in and single handedly take the point, which is why I would propose only minor tweaks that don't drastically alter the gameplay. The issue isn't reaching the point, that's pretty simple. But once on it, it can be challenging to feel like your efforts matter. For example, I often get to an objective and kill 3-4 people (shotgun in CQB). But because I missed a corner, or didn't have time to check it, I get shot, and within 15 seconds, the fresh defender wave is back and all or most of our progress gets negated.