Originally Posted by
J. Coren
So in other words, in your attempt to "make other tactics viable", you removed any sense of strategy for units which use movement, feints and charges to take the point of contention from the defenders. The only game there is now is a ticket game.
If the attackers outsmart the defenders and take the objective within the first 5 minutes of a round, that should be their reward for good strategy. If the defenders are able to organize a counter offensive and push the attackers off the PoC, their reward is not losing.
The way things are now, a defending unit can sit back from a safe position and rain down bullets on the attacking force sitting on point. The only consideration they have to make is whether time runs out before the attacker's tickets do. And if they are pressed for time, they can simply charge and remove a battered, bullet-riddled attacking force to receive a little morale boost. The only recourse the attackers have then is to back off and turn the game into a shootout over tickets.
Games used to be quick and kinetic, with the PoC often turning into a meat grinder as both sides trades shots and bayonet charges to push each other back. The low cap timer would light a fire under the defenders and force themselves to take the point back, while the attackers scrambled to regroup and prepare for the incoming counter offensive. Now, games are dull, plodding, and reduced to two units shooting each other from range with no sense of urgency or strategy. If I wanted to hole up in one spot and shoot at far away pixels for 45 minutes at a time, I'd play Red Orchestra 2.
Perhaps in the future of War of Rights the ability to hold an objective for extended periods and reducing enemy numbers will prove to be fun on larger battlefields with more players. But right now the Counterattack system has murdered the fast-paced style of gameplay that the majority of units use during events.
I, and many others despise playing this now.