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roirraw

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After 500 games of 10v10 and 45% allies and 55% axis, I feel like there are a few things that could be done to improve on the game experience above 4v4 or smaller games.

- Timer added to offmap usage, such as 1 barrage every 3 minutes. 3 barrages plus 1 minute to get to the call in spot is 10 minutes, or, one phase. This gives more time to counter the offmap because it has to be on the field, close and hidden for longer before its useless.

- Make maps a bit deeper. Often when a breakthrough happens, if you can survive the air power that most likely will come your way, you are just at the edge of the map before you find any sort of cover that can be useful to hold on to.

- By making maps deeper, you will allow this front line mechanic a chance to really take hold. Right now it's not really exploitable and units like airborne are just elite infantry that never get to use their unique mechanic. This also allows units that are faster in nature to enter battle faster. On the other hand the slower, heaver units need to be deployed a bit more carefully.

- My last suggestion would be conquest as the standard for 10v10 play hosted by Eugen servers. Maybe even a slight adjustment to the way it's played. Add some elements of the old "economy" game mode, where as you kill, you get a fraction of the points you destroyed (rounded to the nearest 5 point to keep things even). This would fill the niche of destruction, make conquest a bit more rewarding than sending walls of units forward to die as some do, and reward good play at the same time emphasizing the need to push.
 

Dundradal

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Nice to see a familiar name from the lobbies here...definitely played with and against you a few times this weekend.

Having a timer for off map would be nice and break up the insta-death it can unload rather quickly. Or, if you want quick barrages, you sacrifice the intensity or total number that the unit can call in.

To really take advantage of the front line, and special infantry, dynamics having deeper maps would help. Now, you can pierce the front line but tend to run out of space to properly take advantage of the situation. I feel like whenever you break the line, because of the closeness of spawn points, you never get to take advantage unless you push to the back of the map and cut off the spawn point. That sometimes happens, but more often than not, the other team can pump out of that spawn (which yes leaves them thinner elsewhere) eliminating the ability to cut off and surround.
 

roirraw

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Awesome! I really enjoy the community ingame, some players are really developing their own play styles that are fun to fight against. Welcome to the forums!

What you explained about the front line is exactly the problem. We are never able to solidify a penetration into the line. I really hope this can be fixed because the mechanics are fun and new but being lost in the game play.
 

Dundradal

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Thanks! I try to talk in the lobbies but mostly meet silence...also doesn't help that warchat defaults to the global server when it should go to the game (will never understand the backwards steps the UI took from RD)

The only time you seem to be able to is when players accidentally leave a gap between their forces. That usually just leads to you getting a big bulge into their lines that takes time (and you gaining more conquest points) to destroy.