My suggestions for Rush:
Overhaul The Ticket System
The Problem: Total tickets are low, so the system relies on refilling the tickets after attackers complete a sector, while also leaning heavily on the 'comeback code'
Proposed solution:
- More tickets
- Drastically reduce minimum tickets after taking sector
- More chances to earn extra tickets after taking sector
- Tone down the comeback code (or remove entirely //crosses fingers//)
Why is this better? It's odd to have low tickets and strong comeback code... it feels like an artificial way to juice up the intensity, so it doesn't actually hit. It's also incredibly demoralizing to be kicking ass on defense, about to win, they complete one sector and now they have 75 tickets + a huge bonus for every kill. Nobody wants to be pubstomped, but it should be okay to lose.
Vehicles
Tanks: Tanks can be overpowered and annoying to deal with in 16v16. Could be alleviated by limiting the types of tanks per map and/or somehow getting rid of them after the appropriate Sector
Transports: Need more
Artilery
Call-ins are OP: Bombs are too effective for too wide of an area for Rush... maybe make them cheaper for attackers, but a smaller AOE. Smoke is top-tier in Rush... its effects are too obscuring for too wide of an area for way too long... maybe make them cheaper but shorter duration
Call-ins too expensive: It can take too long to earn a call-in in the first sectors. Then sometimes it can take too long to earn a second call-in for later sectors. This is especially frustrating when your first call-in wasn't very effective, then you desperately need one in the final sector, but you're stuck in your refractory period. Potential solutions above... make them less effective and cheaper
Map/Sector Updates
Twisted Steel Sector 1: I've held attackers inside the village on probably more than half of my Defensive rounds. It's very difficult to play as attack because: long distance, no cover, not many options for hiding a spawn beacon, defense has high ground, defense has less distance to run from HQ, defense has easy access to supplies, defense has many spots to hide spawn beacons
Twisted Steel Final Sector: I don't think I've ever lost here as attack because the sector is so wide, I can just run far right, back-cap the bomb behind the defense, and plant a spawn beacon in the creek. This is really cool and fun in general, but it's pretty anticlimactic for a final sector... this is more appropriate in a middle sector
Narvik is great: I don't even like Narvik in general, but it's pretty great in Rush. My only note is that the first 3 sectors are generally too easy for attackers. Every (or almost every) victory of mine on defense came from the final sector
Devastation Sector 1: I enjoy attacking on this map, but I feel many teams struggle getting past the campfest. So much verticality in this area, but both bombs are on the same level. The bomb near the windows (A?) is too exposed... decent defenders can cover both bombs from the back area. Could probably benefit from adding another path to the top floor, but make it a high risk, high reward setup
Devastation Final Sector: I don't think I've ever lost as attacker or won on defense in this sector. HQ spawns are very far away from the bombs, but there's a lot of space between attacker HQ and the bomb sites that stops being useful to defenders VERY quickly, so it feels unbalanced in attackers' favor. This feels like a sector that should be tighter... bring all the spawns closer and get rid of the attack route near the elevated train tracks
IMPORTANT CAVEAT: Some of these notes may be unnecessary in conjunction with my other ideas... they might swing the pendulum too far the other way. Examples: Devastation Final Sector could be totally fine if the attacker tickets were limited by my ticketing system overhaul, Twisted Steel Sector 1 could be totally fine if attackers have troop transports or could call in smoke more often