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German armor taking longer to spawn is also good, but they still spawn within the 20 minute opening clutch, and attackers stand 0 chance of getting off the beach if the defenders get tanks to the front before it's taken.
Also there's the imbalance inherent to the asymmetry of the game mode, as the match is so long, and at the end, either the allies steam rolled the whole thing, or the defenders locked down the match and ended the game prematurely. Either way, you feel disconnected to the outcome, be it loss or victory - unlike with Warfare mode, where you understand what you were fighting for.
We finally have a WW2 game with a decent representation of Omaha, the best I could ever ask for; but the actual game mode itself is lacking. It feels played out, rather than a fulfilling challenge to attack or defend.
They just need to work out some mechanic that get's the attackers off the beach faster, makes the game end faster, so we can have a 2 round game in a timely manner. That will bring back the addictive competitiveness to it. Having it potentially go on for 80 minutes with as much as 19 minutes spent in one sector was never going to end well for public games, and we're going to see less and less Offensive played as people want intense, clutch games, instead of the steamroll / meatgrind - that Offensive usually feels like.
Some points cannot be defended because they are too close to the attacker's zone, and the attacker can prepare additional spawns in advance for the next line of defense where he is not fighting, then the defender quickly loses another line.
Time is fine, but for an unorganized group of random players, it is not fun, but horror.
Nahh, you'll see it bro. It is good, it' just has some issues.
Totally agree with your observations. IMO, the offensive game mode is trash for one main reason: defenders can't take back capture points when the attackers over extend.
I propose a new game mode name, lets call it "Inoffensive", where:
1) 60min max play time (+overtime).
2) No locked areas or capture points.
3) Variants with pseudo randomisation of starting front line weighted towards the beach (not necessarily vertically inline either), thus emulating a map campaign (given beachheads were not secured in a day).
4) Both sides start with multiple garrison spawns.
5) (Navel) artillery and vehicle rearm stations for all.
6) Full tank armament from match start.
7) Defensive concealed AT gun emplacements covering open terrain with limited gun laying (i.e arc of fire).
8) Victory dictated by sensibly tuned number of capture points taken (3-4?) possible within the proposed time limit.
TTK and gun damage output values, primarily the bolt and semi-auto rifles, need another look at.