@ Flyx please stop quoting parts out of their original context.
For instance my post about that I would rather want the mg pushed out of the mg slot, was a response to the suggestion of limiting the MG classes. If you limit the MG class to only 10 mgs during the match, then what you see is not that everybody is carefully using the mg. You'll see one person using the 10 mg's and then switching class leaving the team with no machine guns left. Which is why in that case limiting the class on a per player basis would be better. My personal preference is rather that there isn't a direct class limit but that to respawn with a rare class costs some of your individual reinforcement points.
Im not suggesting enforcing any behaviour on the player, I'm suggesting to make people aware of the effects of reinforcements. Penalty spawns were a suggestion from someone else, and they simply are indeed proven to work really well. But as I said directly behind the part you quoted, which you cut off, was that generally penalty systems are rather annoying. Because they are generally considered annoying I'm not suggesting it. I prefer to keep power in the players their own hands, while making things simple and uncomplicated, and stable against grieving attempts.
Again Flyx please read what I'm saying and look at the complete posts and do not try to quote individual sections out of my posts. As text without it's context makes no sense, and can be placed like you're doing in a contradicting order.
@ Federov
As I've stated multiple times I think different classes should be able to play differently. And the individual respawn limits do not have to be super low or super high it would be up to the mapper to define the reinforcement amounts on a per cap basis. It doesn't restrict the player unless the mapper explicitly notes it down. Finding the right amount for a cap zone is a matter of balancing by the mapper.
Next to that some classes are supposed to die more than others, a simple system similar to a "class" shop where you basically pay reinforcement "money" to spawn as your class could allow for this. So a sniper costs more reinf points than a smg.
By using individual reinforcements you do not restrict a player to be able to aggressively attack or not, you leave the option open for the player to decide what to do. But he'll have to weight the benefits and consequences for his own actions. While leaving the path free for other team mates to basically give someone a life of himself (for a bonus of like +10 points to encourage it).
Exactly like you said I find someone that got a kill/death ratio of 3 , with 30 kills and 10 deaths better than someone with a kill/death ratio of 10 with only 10 kills and 1 death. Which is exactly why whenever the term kill/death ratio comes up I say that I would personally prefer a (Score/Minute)*(Score/death) ratio. As the quantity of kills matters as well if the enemy can respawn.
Kill/Death is important because its important to stay alive. Kill/Minute is important because its important to kill in sufficient quantities. And of course using scores instead of pure kills because next to killing things like capturing and aiding team mates are important.
@fifty
In my sentence when i said bad performer, it was purely about someone that died too much using a certain class that got a limited amount of re-spawns (like say if the sniper can only respawn 4 times). Even if you're a super killer with a mg, if there are 10 mg lives on the server and you use all of them in the first 5 minutes so the other 25 minutes there aren't any mgs then you're a bad performer. Even if you managed to kill every player for those first 5 minutes and capped 2 zones in the progress, losing the mg for those other 25 minutes is being worse off.
Again personally I prefer something different from limiting respawn amounts per class, I prefer individual reinforcements where a player got say 6 reinforcements for cap zone one. Here he can play as a sniper at the cost of 3 reinforcement points per spawn or pick to play as a smg for 1 reinforcement point per spawn. So rare weapons are expensive to spawn with but the team as a general entity never runs out of total weaponry. So individual players would need to weigh whether the exclusivity of the sniper is worth it, resulting in more rotation of classes so more people will get a shot at it.