Proof that most maps are imbalanced in the defense's favor

Post » Thu May 19, 2011 4:24 am

Winning percentages from the brink stats site, with defense on the left and offense on the right:

Xbox 360

Security Tower -78% vs. 22%
Shipyard - 67% vs. 33%
Container City - 64% vs. 36%
Aquarium - 60% vs. 40%
Refuel - 60% vs. 40%
Terminal - 58% vs. 42%
Reactor - 53% vs. 47%
Resort - 50% vs. 50%

PS3

Shipyard - 73% vs. 27%
Container City - 70% vs. 30%
Refuel - 66% vs. 34%
Security Tower -64% vs. 36%
Aquarium - 60% vs. 40%
Terminal - 59% vs. 41%
Resort - 51% vs. 49%
Reactor - 48% vs. 52%

Only Resort and Reactor are reasonably balanced.
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Julie Ann
 
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Post » Wed May 18, 2011 9:41 pm

No Resort or Reactor? You might as well list all 8 maps.

Balance would be fine so long as every 70/30 is offset by a 30/70. Giving the defenders the advantage is fine so long as the overall balance remains. I admit that it would be nice to have all 8 maps at 50/50 though.
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A Boy called Marilyn
 
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Post » Thu May 19, 2011 12:51 am

It's because the offense team are doing objectives, leaving a few people down while the enemy just kill. Not much to do with map balance
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Céline Rémy
 
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Post » Thu May 19, 2011 1:21 pm

That was for the Xbox correct? I believe the stats are different for PS3. The resistance actually wins more on the reactor
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Spaceman
 
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Post » Thu May 19, 2011 9:40 am

It's because the offense team are doing objectives, leaving a few people down while the enemy just kill. Not much to do with map balance

Pretty much this.

The defense should have the advantage. All they gotta do is stop the one team.
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Astargoth Rockin' Design
 
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Post » Thu May 19, 2011 5:57 am

It's because the offense team are doing objectives, leaving a few people down while the enemy just kill. Not much to do with map balance


This and the fact that the maps do not really compliment the SMART system. On most maps there is typically only 1-2 ways to get to the objective so it makes it quite easy for defending teams to funnel the enemies and mass kill. They really need to open the maps up a bit more so players can take more advantage of the SMART system. This would allow attacking teams to thin out defending forces as they would have to contest/watch multiple routes instead of just 1-2
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Stephanie Nieves
 
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Post » Thu May 19, 2011 10:01 am

The only numbers there that would bother me are those for Security Tower, but the reality is that the defense wins there because players haven't really figured out how to do things. On top of that, the numbers are skewed because it doesn't calculate how often the defending team has more players, or more human players, which has a huge effect on the outcome.

In the end, defense is supposed to be easier; it doesn't take nearly as much thought or communication to go to a point and keep the offense from passing it. I find no problem with the map balance.
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Louise Andrew
 
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Post » Thu May 19, 2011 4:41 am

I personally LOVE the fact that defense has the advantage. You can play both as offense or defense on any map. Nothing is stopping u from switching. I see it as an extra challenge when you play as offense to beat the team with the advantage
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I love YOu
 
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Post » Wed May 18, 2011 9:44 pm

It's also because of Stopwatch mode.

If the maps didn't make it tough on defenders, it would be a straight objective race. With the defense imbalance, it actually makes Stopwatch MORE balanced.

Also, I'd still only call those stats unbalanced for SecTower, Shipyard and CCity.

Am curious what the picture is like on PS3 - anyone who can access the stats site and cares to share?
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Matt Gammond
 
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Post » Thu May 19, 2011 5:21 am

Pretty much this.

The defense should have the advantage. All they gotta do is stop the one team.

You must take the one team and destroy it in the fires of mount doom.
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Milagros Osorio
 
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Post » Thu May 19, 2011 2:00 am

http://imageshack.us/photo/my-images/689/ps3r.jpg/

[img]http://imageshack.us/photo/my-images/689/ps3r.jpg/[/img]
[media]http://imageshack.us/photo/my-images/689/ps3r.jpg/[/media]
[img] Uploaded with ImageShack.us[/img]
[img]http://imageshack.us/photo/my-images/689/ps3r.jpg/ Uploaded with http://imageshack.us[/img]
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Lillian Cawfield
 
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Post » Thu May 19, 2011 3:49 am

Thanks for the PS3 numbers. I added them to main post.
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Nikki Hype
 
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Post » Thu May 19, 2011 1:58 am

I think a good way to fix this would be to reset the defense's spawn timer to 30 seconds instead of the 20 seconds it is currently.

If I remember correctly, 30 seconds was how it was setup for the defense in the original Enemy Territory.
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Josephine Gowing
 
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Post » Thu May 19, 2011 12:34 pm

I think some of the maps need secondaries that will help achieving the main one. For example open another area to complete the hack, a powerful stationary to capture and use to capture area. Just to prevent everybody camping a small area. Longer spawn times just make defensive play even more boring
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Astargoth Rockin' Design
 
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Post » Thu May 19, 2011 10:08 am

Of course the defense has the advantage. The offense has to fight through all those obstacles and defense only has to stay put in an area and fight.


Defense has the advantage in every battle to ever exist, anywhere, anytime, with anyone or anything.
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Enie van Bied
 
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Post » Thu May 19, 2011 10:47 am

Of course the defense has the advantage. The offense has to fight through all those obstacles and defense only has to stay put in an area and fight.


Defense has the advantage in every battle to ever exist, anywhere, anytime, with anyone or anything.



^^EXACTLY!!!!^^ in fact the stats show how balanced the maps actually are ,most sway in the 30-70 percent range which is spot on where they should be, not to mention the fact that the game is stiill quite new and people are still learning tactics to break thru defensive holds.

that being said i wish the stats page showed offense/defense completion levels for each objective, then you could really see where the battles are won or lost or possible imbalances are .

please ..... people try to adapt to the challenge rather than just suggesting fixes or anything.....
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Kayla Keizer
 
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Post » Thu May 19, 2011 5:40 am

Defense advantage always. True, but it is somewhat limited in this game on some maps. Cramped in a small area and hardly anything (map-wise) to cause distractions
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Jack Walker
 
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Post » Thu May 19, 2011 10:56 am

This and the fact that the maps do not really compliment the SMART system. On most maps there is typically only 1-2 ways to get to the objective so it makes it quite easy for defending teams to funnel the enemies and mass kill. They really need to open the maps up a bit more so players can take more advantage of the SMART system. This would allow attacking teams to thin out defending forces as they would have to contest/watch multiple routes instead of just 1-2

SMART is fine, actually.
If it was supported even more, Heavies would be at a terrible disadvantage.

People just need to figure out how to use SMART effectively. Currently the Light is mainly played for speed, but not for it's actual mobility.
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Brad Johnson
 
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Post » Thu May 19, 2011 1:04 am

All I have to say is, congratulations Sherlock. What will you find next, that milk tastes milky?

It's been fairly obvious from the beginning that maps favour defenders, as they usually do in most other games.

Though having played the game for nearly 3 weeks on PS3, I've only had Reactor fall to Resistance a few times... and I play it ALL the time as Security since it's my fav map, and I seldom lose.
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Janeth Valenzuela Castelo
 
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Post » Thu May 19, 2011 8:53 am

I think a good way to fix this would be to reset the defense's spawn timer to 30 seconds instead of the 20 seconds it is currently.

If I remember correctly, 30 seconds was how it was setup for the defense in the original Enemy Territory.


Why do you think it needs fixed? I happen to like it the way it is, and haven't had nearly the trouble that those percentages would suggest.

When the defending team has larger numbers it skews those numbers, when the defending team has better players, or better communication, it skews those numbers. I've noticed that the matchmaking system seems to like to stack the defensive team for some reason as well, which is the only thing that needs fixed. The game shouldn't be tossing an extra man to the defending team.

The players are what balance the game and the only way to balance the players is to give one side a harder time and hope that draws the good players to prove they are good, instead of just the show offs who think they're leet because they out number the other team while they're defending.


All I have to say is, congratulations Sherlock. What will you find next, that milk tastes milky?

It's been fairly obvious from the beginning that maps favour defenders, as they usually do in most other games.

Though having played the game for nearly 3 weeks on PS3, I've only had Reactor fall to Resistance a few times... and I play it ALL the time as Security since it's my fav map, and I seldom lose.


That feels a bit unneccesary.
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Ana Torrecilla Cabeza
 
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Post » Thu May 19, 2011 8:51 am

That feels a bit unneccesary.

Perhaps so, but I can't tell from all the QQing that happens on these forums whether OP is having a bit of a moan about it. Seeing as he presented it as "proof", like it's some golden piece of evidence in an unsolved dispute.
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Amy Cooper
 
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Post » Thu May 19, 2011 12:27 am

Errr......no proof required, mate. It's blatant.
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Breautiful
 
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