Maybe I misunderstand. Does it mean that if for example I am joining squad A and get killed, I respawn close-by squad A again?
That would be awesome if you have a group of guys regularly playing on the same server in the sense that you can easily practice tactics within the group.
I see what you're getting at, I was trying to make sense of it from the America's Army perspective (I probably didn't use the right wording, as I haven't really played much AA since v2.0, years ago).@Krazyxazn:
You're way confused...
13 players on one team (i.e. Axis or Allies) would give you two squads open; 13 players on the server (i.e. 6/7 players per team) would give you one squad per team.
1 Squad (usually) = 2 fire teams, plus an MG team. Sniper is usually outside the squad as a separate (small) squad.
Default available selection is Platoon Commander + 1 (full) Squad.
Squad system doesn't apply in Firefight - that is just mayhem
The spawn-on-squadleader will be interesting to see how it affects gameplay. Cutting off reinforcement routes with MGs and artillery was one of the things that gave depth to RO:O. I'm all for that you spawn closer to your squad (i.e on the right flank) but that you still have to move up to the front.
If you invite a friend into the server and he joins, will automatically join your squad or does he have to find it manually?
It adds a different tactical dimension: if you can infiltrate your squad leader somewhere - and he can stay alive - and you can get a bunch of people to respawn on him it can make a big difference.
It adds a different tactical dimension: if you can infiltrate your squad leader somewhere - and he can stay alive - and you can get a bunch of people to respawn on him it can make a big difference.
It adds a different tactical dimension: if you can infiltrate your squad leader somewhere - and he can stay alive - and you can get a bunch of people to respawn on him it can make a big difference.
I see a very bad situation, a squad leader and his team is pinned in a building way behind enemy lines, the enemy throws a few nades inside and kill half the squad, 10 seconds later the squad respawns in the building. I thought this respawning was limited to firefight?
No thanks. Praying this can be disabled, because I will definitely disable it on my server.
....
I see nothing tactically wrong here, except for you trying to clear a building from the outside only. Thats not how you secure a building
The spawning system has specific conditions regarding enemy presence.
In situations like you describe you will have to infiltrate that building after you threw your nades in, and actually clear it and secure it properly by sweeping through it. Because as you do, the enemy players most likely will not be able to re-spawn in that building.
And a legitimate concern it is. I always lol'd at this kind of gameplay in BF2 and even in my favorite mod, FH2. As a squad leader, I'd just sneak into an objective, and despite an entire army of enemies around me, magically spawn 5 guys right on my position and immediately capture the point ...We probably have two very different scenarios in our heads at the moment. I'm thinking something like the tower on the map Odessa from RO1, russians surrounding it on all sides, the Germans are completely cut off from reinforcements, but the squad leader is hiding in a corner on the roof and spawning germans. So unless the russians can kill the SL (which would be near impossible with people spawning and running down the stairs) the tower is never going to fall.
Tactically nothing wrong, but it cuts out as others were saying, cutting off supply and storming a building, which is coincidentally the way the russians took stalingrad.
That is my concern.
I don't see why you are so opposed to this spawn system? If your squad is in contact and you have to spawn back at base to run 500 meters just to be killed trying to reach your squad quickly... WWII wasn't fought by millions of lone wolves... It'll also stop the ROOst problem of spawning in MG gunners sights and being mown down before working out which way is up! (That and spawntillery, spawn exit killing, etc.)
In situations like you describe you will have to infiltrate that building after you threw your nades in, and actually clear it and secure it properly by sweeping through it. Because as you do, the enemy players most likely will not be able to re-spawn in that building.
I understand some like it more this way as they get faster into the action. This is for me however the last nail in the coffin for me that I will spend 99% of my time on custom servers.
You get his point, one soldier goes in, a squad goes out. "Quick, do a sweep the building before new soldiers grow out of the walls."