Imagine if germans could do that when they were encircled at Stalingrad... one of the features I hate about RO2...
I'm not totally against spawning on squad leader, it is supposed to help promote team work but I could easily live without it.
However, part of the problem is where players actually spawn. For example:
- As an attacker, you should not be able spawn on squad leader in or behind an objective you are trying to capture. Maybe spawn nearer to the objective than the current spawn points, but too far forward should be a no-no.
If little things like that example above were fixed, I think many people would have less issues with it.
function bool CanSpawnOnSL( Pawn SL )
{
if(!SL.InCapzone())
{
if(VSizeSq(SL.Location - SL.OrigSpawnLoc) <= 25000000)
{
return true;
}
}
}
Before Rising Storm was released you could not spawn on SL if he was in cap or visible by enemy. After RS came out the cap zone limitation suddenly went away, not sure about the visibilty part though.
I was top of the leaderboard yesterday as SL1...
It's an example of how failed the system is when that is an effective way to play SL1. If I'm another SL, I'll worry less about being a spawn location, but with SL1, it can be a deciding factor in the round.
I dont see how this is a example of a failed system.
You did an exellent job as a SL (spawnpoint), and therefor got rewared with points.
For me its the example that the system works perfect.
I dont see how this is a example of a failed system
They really should do a better job of making squad assignments more even.Perhaps he is referring to the fact that Squad Leader 1 gets most of the players auto assigned to that squad, and the other squad leaders are just there for 'decoration'
They really should do a better job of making squad assignments more even.