-Game pace
As a lot might have noticed the pace of the game is extremely high. Suprisingly, it is considerably higher then for instance the BF3 alpha was, and arguably even higher then CoD at times.
Firefights are decided within seconds (if they can even be counted in seconds, it's that fast), and the amount of times that they actually turn into an extended back and forth fight is utterly negligible. Assuming that most players are still rather new, it's a safe bet that this is not something that will change for the better. In fact, the game will only get faster paced as the game matures, as both player skill and weapon handling bonuses will come into play. "
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IMO, that's realism. Unlike COD bullets from high powered rifles kill people.
"-Distance to the fight
Compared to the amount of time spend in actual combat, the amount of time spend walking from spawnpoints to the fight is immense. The longer I've been playing the more awkward this thing has become to me. It just doesn't feel right anymore after experiencing it hundreds of times. There is a serious issue with how long it takes to get into the fight, compared to how long the actual fights last. "
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Again, that's realism, and what planning, coordination, artillery and smoke is for. OTOH, I feel your pain when campers just ADS the access points from 75m-200m. Rare in the TE mode is it where one team attacks and the other defends. BOTH have objectives to take. So, a majority of each team just camps around waiting for a turkey to waddle into their gunsights.
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"-Squad spawn system
A mobile player spawning system is what can rectify this issue. If you look at Bad Company 2 for example, you have a spawning system that matches the pace of gameplay. The pace is relatively high, so the system allows you to spawn on every single one of your squadmates to nearly always provide you with a reliable way of jumping right into the fight.
But back to Ro2.
A vaguely comparable system is also available in Ro2, except that it is limited to squadleader spawning only. While I am aware that the system is partially bugged, even a perfectly working version of what there is seem completely inadequate and highly unsuited to Ro2 gameplay.
Squad leaders play the game like everyone else. Basically meaning they die a lot, already denying you a forward spawn a very large percentage of the time. There also seems to be a block of some sort on spawning on squad leaders that are in certain areas (even though the game will still happily allow you to pick them as spawn, before dropping you on default spawn 1).
In short, it's not practically usable at all. It doesn't make squads stick together, and it doesn't provide a reliable way of getting you into the fight quicker. "
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You're describing COD type spawn systems. They're not realistic and seldom work. To encourage team play, RO2 allows for a spawn on squad leader option (unless, of course, YOU are the SL).
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"So where does all this leave us?
With classic RO lethality, and RO map design (windows corners windows corners), it simply makes for a lot of camping. Sitting in cover and waiting for an enemy to show up in your field of view is such an absurdly strong tactic right now that it overshadows nearly all other styles of play. "
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Again, I feel your pain. I hate camping, and I hate campers. There's a difference between 'defending' and 'camping,' and 75% of the players online right now don't seem to know it, or at least to care. IME, at least a simple majority of the players in any given game are flat-out campers, who I wish would go back to Black Ops tactical crouch, or as I like to put it, 'TACTICAL CAMP.'