What are the win / loss stats for defenders vs attackers


(fawnBeef) #1

As the title says, so far from my results (level 6) attackers win roughly twice as often as defenders. I played enemy territory and rtcw the games that started the whole objective based map concept ( I want a beach remake and ill pay money for it).

My issue so far is that its just too easy on the attacking side, in ET on well designed maps defenders had a buffer to the enemy. for example goldrush the map that inspired the whole EV thing. its quick to get the tank repaired normally, but getting the tank to the second barrier takes quite a bit more effort than getting the EV to its destination. more importantly it required the attacking team to flank the defenders, the tank took the main road with medics and engineers and maybe a field ops to call in artillery. At the same time the rest of the team would attack the balcony the axis would use from the side using the hallway / side route. this required the attacking team to split their forces or be pummeled by artillery if they all tried to push down the main road.

So far as i’ve seen in dirty bomb you can just brute force every objective as an attacker without flanking ,etc as the map doesn’t give defenders good defensive position like ET did.


(HypeFree) #2

I haven’t actually taken any notes or really paid too much attention to this, however based off of what I remember from my playtime so far (level 6 as well) I would say the opposite. I’ve noticed that it’s a lot easier to win most maps as the defenders especially taking into account a vast majority of the people I have played with in pubs don’t understand the meaning of objectives.

The only map I think I’ve lost more on defenders and won more on attackers is bridge. I feel like the drug samples to the extraction point is super small so if you don’t stop the attacking team from getting the EV to where it needs to go you can pretty much kiss the win goodbye at that point.

Obviously this could be written in an entirely different thread but I feel that the maps are all fairly well balanced (I mean they could all use a little work obviously) apart from the frequent spawn camps that occur if you’re on a team that has never played a FPS in their life.


(humaneBerry) #3

I would also say that defenders have a better advantage on most of the maps. Although it seems quite often that the enemy team consists of a couple of players who outscore the rest by far (like 25k when the others are between 8-12). I guess it is just the beta matchmaking and the rng of who you are teamed up with/against.

And also another thing might be that defenders sometimes don’t understand that they have objectives (primarily stop the other guys from completing theirs), try shouting (nicely ofcourse) a bit more in the voice chat.


(Sagan on Roids) #4

Splash Damage confirmed with Echo that maps were biased to attackers, so they increased the spawn timers to even things out.

From the change logs:

Reduced the Attacker Faster Respawn Bonus in Objective Mode to -30% (typically 6s faster) from -50% (typically 10s faster)
This will help reduce the overall attacker bias we have seen across the maps in Echo data