Eh, several spawnpoints on one flag is a smart idea :) @IHFB : the issue you're talking about wouldn't appear if the far spawn points would be behind flags, not on the side. So respawning defenders would appear on the attack vector, and couldn't artificially avoid the main enemy forces.
Lobo;4322769... But very far spawns could be not the right answer, remember we are a game with tanks and they could supress too easily enemy infantery if the spawns are too far, it's a dificult balance.
Sure, but it's already the case for the attacking infantry... So an attacker have to walk thru the no man's land avoiding to get shot, then to take down defenders once, twice... many times (defenders are spawning again right on their flag), while he has one and only single try, his defending counterpart could respawn several times. So at the end, and in the BF logics, it is like if the proportion was of 1 attacker against 6 or 7 defenders, although IRL any tactics manual recommends to gather three attackers to get a reasonable chance to overflow one defender. See what I mean?
I wasn’t talking about spawn points but spawn groups. Most bases have two spawn groups (near the tanks and near the planes). If more controlpoints would have more spawn groups the defenders could do a better job defending (tactical) and the attackers can’t focus on one place (where most players spawn) but have to control the entire area. I think this would work very well on Tobruk where the British spawn on the left or right of a flag (first three controlpoints) . If they are attacked from one side they should be able to choose to spawn on the other side of the flag. Currently you have to consider if you want to risk spawning on the ‘wrong’ side of the flag (and getting killed instantly) or spawn far away from the action.
That's what I understood :)
Captain Pajama Shark;4322210What did TF2 do?
In TF2, you spawn a place the enemy can`t reach etc. But I think that would kinda ruin FH2`s realism.
...so it did made sense :).
It's Happy Fun Ball!;4322824 The fact is, players rarely do a proper mop up after taking a flag. This problem would be compounded by spawn points that were too remote. Defenders would spawn, see that the flag is under fire, and just wait it out in their remote spawn points. After it was capped they would wait for the greatest threat (ie tanks) to move on, then swarm in and re-take it. Attacker's advances would be seriously hampered.
That´s pretty much what I do when a flag is overrun. works best on alam halfa. hide somewhere, wait for the mob to rush to the next flag and cap the flag or at least try to create some confusion (though I restrain from killing the enemies directly after they spawn, which is kinda lame). I try to get them when they run to the transports.
Spawn points should locate away from flag radius,
1.attackers are no longer encouraged to rape spawn in order to take a flag easier.
defenders cannot hold the flag easily after they spawned.
2. it would be nice to have a spawn point deep inside a fortification, that way people won't get killed right after spawning, and the attackers still have a chance to suppress the defenders.....it's now players' fault if they decide to run out of cover...
Better covers are also needed : IRL an attacking unit is covered by a barrage from mortars and fieldguns, and by automatic weapons. Defenders have to fall back or wait hidden in foxholes/trenches/bunkers, then once the barrage is over and the attackers about to storm the position, they bloom out to try to keep the assault at bay. So with more foxholes on flags for example (and better cover for attackers - Normandy bocage), the spawn raping wouldn't be so deadly, but would force defenders to hide while attackers could cross the terrain safely to get the position, then the attacking support would have to cease fire to avoid friendly losses, and infantrymen from both sides would have to explain themselves in a oldschool way :nodding: (and then arty would need fusing shells)