Can a Squad Leader or Officer place a Spawn Tent (Rally Point)? -1 reply

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your mother is a beaver

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3rd June 2004

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#21 11 years ago

Not to beat a dead horse, since this discussion is pretty much over, but the squad leader beacons worked really well in BF2142. They balanced them really well - you couldn't place it inside buildings (when you spawn on a beacon, you come from the sky in a drop pod) or at enemy main bases. Also, they were easily identified by the enemy from blinking lights and beeping noises and were easily destroyed.

If the tent was implemented, it could be made really visible and easy to destroy, which would fix any qualms about spawn camping. But really, I don't care at this point. We are on the eve of the greatest mod launch in history. Getting to play FH2 in two days is what I care about.


I live on Gaming Forums

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30th January 2006

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#22 11 years ago
'LIGHTNING [NL;4085701']Like an instant bunker(tm)? Just add water.

Yeah but with some more toppings like emplaced MG's :naughty:


no mas crosshair!

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5th August 2005

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#23 11 years ago
Lobo;4085685I don't play a lot PR so maybe I am wrong, another problem with rally points is usual spawnraping, no?

you win more points destroying a RP than killing 4 mans :) , also i thing you loss a few seconds in your respawn time .


The forums staffers think I'm Cool

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4th October 2003

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#24 11 years ago

Does this all mean you can do the following in FH2 as well:

1) Join a squad and spawn on the SL 2) Leave the squad 3) Create a new squad 4) Have people join your squad and spawn on you?

This was one of the most annoying things in BF2 - no reason to stay in a squad after you've spawned, it was way more useful to leave the squad and create a new one, because then your teammates can spawn on practically any other teammate alive.

I'm not sure if this is still the case in BF2 since I haven't played it for a couple of years now, but at least during the first few months it was constantly done in clan games.


I post to get attention

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20th November 2006

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#25 11 years ago

They fixed it in some patch. You cannot join a squad or create a new squad if you are dead. If you are alive, yes, you can leave a squad and create a new one, but the big issue was with people joining a squad only to spawn on the SL, and they were doing this after being killed. You cannot foresee when you are going to die and which SL will be in a good position to join his squad in advance. I think the current system is a good compromise.


Dread thinks I'm a special person

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5th October 2005

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#26 11 years ago

Great! I believe the vanilla way works better. When I play(ed) as a squadleader, I didn't sit back much and it still worked pretty good as long as you just weren't the first one running for the flag. No worries if you die, just spawn on the nearest spawn point (it isn't THAT far. We do this all the time in FH42, remember?) and gather your squad for the next assault!


Science experiment

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5th December 2004

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#27 11 years ago

In betatesting, I played SL alot as support gunner, this offered a great defensive position for my squad to attack from. This also allowed me to be in the battle, working one of the awesome LMG's in low profile, giving suppression fire for the attack. On the more urban maps, I would go the NCO class with smg. Again with this, I was able to offer good support/supression fire. I must say, it worked very well. Never did i have to just hide, and act as a spawn point. :D Imo, rally points can be spawn raped to easily. Or glitched into stuff, and they cant be killed like an SL can be.



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2nd January 2005

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#28 11 years ago

There is such a thing as broken by design.

How some of us play is irrelevant if there are others that play differently. The problem with the SL spawn system is that people can spawn on the SL in the most illogical times.

Just imagine a SL in a plane, bailing over a back spot and then people spawn off of him. One SL in a jeep on a non-push map. How many games of BF2 have I seen a SL hide somewhere way beyond the front and people popping out of him constantly?

And you can still time your spawn if you do it correctly.

o/c we all remember that scene from SPR where the one guy crept past the defenses on Omaha beach and once reaching the back 5 guys popped up next to him.

And just like a RP can be raped easily, the SL spawn system can be miss-used as well.

Not to mention the SL spawn was also created to keep the whiny kids down. OMG! I have to 'WALK'? Can I get what I want if I wine long enough? Do we only change stuff until the WhinOMeter reaches a critical rate for a change and then undo that change?

We did not need SL-spawning in FH1 in oder to form squads. Not to mention the SL spawning unbalances the game even more towards people wanting to abuse it.

It is a system that worked for BF2 decent enough but is it a system that will work for FH2? If it is, then why only this part and not the rest? Why no parachute on all troops?

It is a system that can be miss-used and thus will be miss-used.

Sorry for the rant but this sounds like surrendering to whiners.

It's Happy Fun Ball!

aka Killed in First Minute

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21st October 2005

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#29 11 years ago

Lets try it first, then decide if it works or not.


Vault Dweller

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22nd September 2003

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#30 11 years ago

Fireteams keep people playing together removing them would be destroying something that BF2 (and mods) has over BF1942 (and mods). The level of teamplay in FH2 will be much higher and we have tested this feature extensively and it does not break gameplay. It makes you feel you're of a team working together while in FH1 you rarely see people working together to the extent they will in FH2. Imo the only risk of abuse is in clan matches or tournaments but that can be easily solved by having rules against forming fireteams or some edits that prevent people from creating them.

Why not wait with ranting untill you have played it.