It is really supperior over spawning on SL.
When played as SL in RO2 I found the best tactic to hide somewhere near objective to allow my squad spawn on me and rush to the objective.
This is exactly what I mean. Do you want to ruin another game experience what could be an interesting vietnam war title by spawning on top of a SL which creates a lot of exploitation as described above?
As LugNut said this type of spawning on rally point system still works on much smaller maps such as COD2.
So this only comes down to whether you actually want a more sensible getting back to combat zone which makes the player think twice before making again a risky move towards an enemy and die too easily or just constantly flood your squaddies into a hotspot and not caring about lives like in RO2?
Does TWI have an interest and desire to evolve from this flawed spawning on top of SL mechanic is the question?
A deployable spawn point function could be adjusted to suit, it could have a time limit, spawn limit, undeployable too close to Caps, destroyed if enemy gets close, physically destroyable etc.
That is something to think as a next step forward to improve the rally point system.
Especially I've been thinking exactly that - "being undeployable too close to caps" as you wrote.
The game should be functioning without fobs (even Squad devs said that) as they tend to be too static same like the old fixed spawn points - you can't move them and just stay there which in the end fobs gets camped too easily as they can't be easily destroyed the way rally points can if you're nearby. You have to surround them and try to get inside, which is similar thing happening when the Squad Leader in RO2 is hiding somewhere in an indomitable place such as bunker/tunnel/room etc.
So personally I would remove fobs altogether.
Because same like it's with spawning on top of the Squad Leader, you can place a fob and spawn inside a capzone and that just breakes/abuses the normal battlefield characteristics by players not having to play carefuly to spare their lives as they can easily spawn back to hot zone.
In the end it creates scenario where players desperately are trying to get inside either a well defended bunker/tunnel/room to kill that Squad Leader popping his squaddies out or in case of PR/Squad game the FOB.
But at least in PR/Squad players don't do that often as losing an FOB cost you about 10 tickets not to mention put in risk losing a lot of men so placing it nearby an objective generally is not favourable in this game. But on the other hand in RO2 as LionbI4 described where you can easily sneak somewhere near an objective and start spawning your squaddies into it is extremely exploitative and game breaking behaviour. Well unless you're into this sort of as you often see players in game/forums using the term "cluster****".
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