Where WW2 goes wrong
Posted: 2024-01-06 09:27
With the upcoming release of the Eastern front WW2 for PR I thought it would be worth making a post addressing the main issues with the current WW2 implementation in PR, which unfortunately gets a fair bit of hate or just plain ignored on most server rotations. There's three main reasons for this IMO.
Inadequate Logistics/Transportation
On a number of WW2 maps logistics/Transportation are delayed, inadequate or non-existent making game-play both extremely frustrating and very dependent on one or maybe two squads to build FOBs instead of the usual team participation. Omaha is an obvious example but Brecourt and Carenteen are also shining examples.
1-2 logistic trucks just isn't enough. Many of the best modern maps have plentiful logistics and transport, some examples:
Beruit
RUS: 3x Trans choppers, 1x Logi, 1x Logi APC,
IDF: 1x Trans chopper, 1x Logi, 1x Logi APC, 4x Trans trucks
Kozelsk
RUS: 1x Trans chopper, 3x Logi, 1x Logi APC, 2x Trans trucks
Militia: 3x Logi, loads of techies
OP Falcon
RUS/Dutch: 1x Trans chopper, 2x Logi, 3x Trans trucks
Nuijama
RUS/Dutch: 1x Trans chopper, 2x Logi, 3x Trans trucks
now compare this to Brecourt and Carenteen with 1-2 Logis for each side and 3-4 Trans trucks and 0 Trans choppers (obviously). Being denied that mobile logistics/transport capability of helicopters is a MASSIVE handicap for WW2 factions, but not only is that drawback not compensated, these factions often have even less logistic and transport capabilities just counting trucks alone. The game play often reflects this imbalance with very stagnant, slow gameplay (and not in a milsim/tactical way).
Massive tickets counts/inadequate bleed mechanics
This one is a big killer I feel like for WW2 maps, 700-900 tickets are standard for all the 2km maps despite them being heavily infantry focused. Such numbers make sense if there's a dozen or so assets on each side like Kashan, Khamisaya etc. but it makes for absolutely grueling drawn out games in WW2 maps.
This is only compounded by inadequate bleeding mechanics. Brecourt and Omaha for example can go on indefinitely even if the attacking force absolutely botches its attack. 1 hours games are common, but not due to any back and forth engaging game play rather the necessity for one side or the other to play till it depletes every single one of its massive 700-900 ticket count. Painful.
average asset game play
WW2 Assets don't enjoy the overwhelming firewpoer, protection and thermals of modern vehicles (rightfully so) yet their numbers are limited and delays are treated the same. With the exception of Omaha where Sherman's get to dominate the map, asset gameplay is somewhat limited and simply less fun compared to modern maps where the incentive to coordinate and operate good asset squads is integral and challenging, whereas WW2 asset gameplay feels more punishing with less payoff. (Kassel is an exception with good asset play). Reduced timers and/or bumped up numbers would make assets a better utilized component in most maps.
With all that aside I still think WW2 is a great addition to PR with lots of potential. I just hope the current issues can be ironed out and that the new Eastern front update won't fall into the same pitfalls of the current maps.
Inadequate Logistics/Transportation
On a number of WW2 maps logistics/Transportation are delayed, inadequate or non-existent making game-play both extremely frustrating and very dependent on one or maybe two squads to build FOBs instead of the usual team participation. Omaha is an obvious example but Brecourt and Carenteen are also shining examples.
1-2 logistic trucks just isn't enough. Many of the best modern maps have plentiful logistics and transport, some examples:
Beruit
RUS: 3x Trans choppers, 1x Logi, 1x Logi APC,
IDF: 1x Trans chopper, 1x Logi, 1x Logi APC, 4x Trans trucks
Kozelsk
RUS: 1x Trans chopper, 3x Logi, 1x Logi APC, 2x Trans trucks
Militia: 3x Logi, loads of techies
OP Falcon
RUS/Dutch: 1x Trans chopper, 2x Logi, 3x Trans trucks
Nuijama
RUS/Dutch: 1x Trans chopper, 2x Logi, 3x Trans trucks
now compare this to Brecourt and Carenteen with 1-2 Logis for each side and 3-4 Trans trucks and 0 Trans choppers (obviously). Being denied that mobile logistics/transport capability of helicopters is a MASSIVE handicap for WW2 factions, but not only is that drawback not compensated, these factions often have even less logistic and transport capabilities just counting trucks alone. The game play often reflects this imbalance with very stagnant, slow gameplay (and not in a milsim/tactical way).
Massive tickets counts/inadequate bleed mechanics
This one is a big killer I feel like for WW2 maps, 700-900 tickets are standard for all the 2km maps despite them being heavily infantry focused. Such numbers make sense if there's a dozen or so assets on each side like Kashan, Khamisaya etc. but it makes for absolutely grueling drawn out games in WW2 maps.
This is only compounded by inadequate bleeding mechanics. Brecourt and Omaha for example can go on indefinitely even if the attacking force absolutely botches its attack. 1 hours games are common, but not due to any back and forth engaging game play rather the necessity for one side or the other to play till it depletes every single one of its massive 700-900 ticket count. Painful.
average asset game play
WW2 Assets don't enjoy the overwhelming firewpoer, protection and thermals of modern vehicles (rightfully so) yet their numbers are limited and delays are treated the same. With the exception of Omaha where Sherman's get to dominate the map, asset gameplay is somewhat limited and simply less fun compared to modern maps where the incentive to coordinate and operate good asset squads is integral and challenging, whereas WW2 asset gameplay feels more punishing with less payoff. (Kassel is an exception with good asset play). Reduced timers and/or bumped up numbers would make assets a better utilized component in most maps.
With all that aside I still think WW2 is a great addition to PR with lots of potential. I just hope the current issues can be ironed out and that the new Eastern front update won't fall into the same pitfalls of the current maps.