Squad System in RO2

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Echo Black

FNG / Fresh Meat
Jul 14, 2011
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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.

Could the new spawn system create a situation in which a squad leader moves into a previously clear area, then has his teammates spawn there, around him? If yes, I'm not too thrilled. I know RO is not ArmA but his is just a tad too arcadey for me and, as I see it, not in the spirit of RO.

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Krazyxazn

FNG / Fresh Meat
Mar 23, 2009
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The squad spawning system gives me bad memories about how it was implemented in Bad Company Two, hopefully its better here

How so? Squad spawning in BC2 was on any squad member. Squad spawning in RO2 will only be on squad leader, like BF2 & BF3.

RO2 also has a requirement of having no enemies nearby to respawn on squad leader.
 
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SasQuatch

FNG / Fresh Meat
Oct 17, 2005
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Netherlands / USA
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.

In your example, it would not be very likely that people would keep spawning in that tower, because we ourselves would not want that to happen.
 
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hockeywarrior

FNG / Fresh Meat
Nov 21, 2005
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Overall though I like the wave feeling of red orchestra 1, so I wonder whether spawning near squad leader will have positive effects on competitive play.
Me too. I really liked how reinforcements came in definite waves, and if you were on the other team, it was vitally important to be able to cut off a the enemy's reinforcements. With squad leader spawns, we could have soldiers popping up all over the map which could effectively erase this "wave-like" feeling that was in RO1. I guess we'll just have to see how this pans out ...
 

Tiger2

FNG / Fresh Meat
Jun 13, 2008
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Dynamic spawn point which automatically moves up as the focus of the action changes is what I think will work best for RO2.

There would be certain restrictions (i.e. spawning at least 100 metres away from the action), but the golden rule would be that you cannot spawn behind enemy lines.
 

u-s-e-r

FNG / Fresh Meat
Nov 24, 2010
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Me too. I really liked how reinforcements came in definite waves, and if you were on the other team, it was vitally important to be able to cut off a the enemy's reinforcements. With squad leader spawns, we could have soldiers popping up all over the map which could effectively erase this "wave-like" feeling that was in RO1. I guess we'll just have to see how this pans out ...
But they are still coming in waves even though they spawn on SL? :confused:
 

Snuffeldjuret

FNG / Fresh Meat
Jul 6, 2010
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Goteborg, Sweden
I never liked the idea of spawnign in waves. I would prefer if spawn based games (modes/types) would just have an individual spawn timer per person. Team-play should not occur in spawn, but where the battle is. The battle should not be around the spawns, but around the obejctives.
 
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Ossius

FNG / Fresh Meat
Jun 9, 2011
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I never liked the idea of spawnign in waves. I would prefer if spawn based games (modes/types) would just have an individual spawn timer per person. Team-play should not occur in spawn, but where the battle is. The battle should not be around the spawns, but around the obejctives.

Spawning in waves is more true to life, as random soldiers wouldn't be running in from the edges of the battle, a fireteam or squad would come in a group of people.

A squad leader dying and his squad being picked off would hopefully result in the same thing, an entire squad running towards an objective with people actually planning should be a lot better then the aimless wandering with one guy yelling for the team to do something and no one listening.
 

Snuffeldjuret

FNG / Fresh Meat
Jul 6, 2010
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The problem is that people do not plan, and even if they do there is no time for it. I have only seen it happen in RnL, and that never leads to anything. It takes too much time so the enemy is able to put up inpenetrable defences just outside spawn :D.

It comes to noone's surprise that I am totally excited about countdown :D.
 

Kirq

FNG / Fresh Meat
Mar 18, 2006
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Rzeszow , Poland
I don't like the idea of spawning at squad leader. The fact that I can't be sure the direction from where I should expect enemies are coming is one of the most important show stoping factors in arcade online shooters (like CoD) for me. I know that this system is much better then random spawning, but I loved the designated spawning area system from RO1. As some of You Guys already mentioned, good positioning of MG team, cuting out reinforcement route, can be crucial.

My main concern now is if You can change roles on the fly? When a 5 men squad rush through the open field (let's say covered by MG) and only one rifleman manage to reach the safe zone, is it possible to change roles within the squad to make only living squad memeber a squad leader? Hopefully You can only become SL at spawn.

I'm a bit worried, but in the end I believe that TWI tested it in and out and if they decided that it's good for the gameplay, I trust them.
 
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Ossius

FNG / Fresh Meat
Jun 9, 2011
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I don't like the idea of spawning at squad leader. The fact that I can't be sure the direction from where I can expect enemies are coming is one of the most important show stoping factors in arcade online shooters (like CoD) for me. I know that this system is much better then random spawning, but I loved the designated spawning area system from RO1. As some of You Guys already mentioned, good positioning of MG team, cuting out reinforcement route, can be crucial.

My main concern now is if You can change roles on the fly? When a 5 men squad rush through the open field (let's say covered by MG) and only one rifleman manage to reach the safe zone, is it possible to change roles within the squad to make only living squad memeber a squad leader? Hopefully You can only become SL at spawn.

I'm a bit worried, but in the end I believe that TWI tested it in and out and if they decided that it's good for the gameplay, I trust them.

You can only change roles when you die.
 

Rumo

FNG / Fresh Meat
Jun 3, 2006
714
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Vienna; Austria
I don't like the idea of spawning at squad leader. The fact that I can't be sure the direction from where I can expect enemies are coming is one of the most important show stoping factors in arcade online shooters (like CoD) for me. I know that this system is much better then random spawning, but I loved the designated spawning area system from RO1. As some of You Guys already mentioned, good positioning of MG team, cuting out reinforcement route, can be crucial.

My main concern now is if You can change roles on the fly? When a 5 men squad rush through the open field (let's say covered by MG) and only one rifleman manage to reach the safe zone, is it possible to change roles within the squad to make only living squad memeber a squad leader? Hopefully You can only become SL at spawn.

I'm a bit worried, but in the end I believe that TWI tested it in and out and if they decided that it's good for the gameplay, I trust them.
I fully agree with you and I too hope that your scenario won
 
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hockeywarrior

FNG / Fresh Meat
Nov 21, 2005
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The problem is that people do not plan, and even if they do there is no time for it. I have only seen it happen in RnL, and that never leads to anything. It takes too much time so the enemy is able to put up inpenetrable defences just outside spawn :D.

It comes to noone's surprise that I am totally excited about countdown :D.
But when people spawn in waves, they are much more likely to stick together and work together. When you spawn all alone, you tend to stay alone.
 

Snuffeldjuret

FNG / Fresh Meat
Jul 6, 2010
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Goteborg, Sweden
I run my merry way when I spawn in ROOST, but I am never alone once I get to the action. So I do not buy that argument. Spawning in waves encourages spawn exit camping and results in spawn blocking, annyoing stuff in other words. Also with spawn waves it becomes a tactic to risk your life seconds before a new wave, so if you die you spawn instantly.
 

SasQuatch

FNG / Fresh Meat
Oct 17, 2005
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Netherlands / USA
But when people spawn in waves, they are much more likely to stick together and work together. When you spawn all alone, you tend to stay alone.

And when you and other squad members spawn close to the squadleader, provided the tactical situation allows, poeple tend to stick with that group more too. That is what i consider the added value of this system. It enhances the squad system to a degree.

We still have our traditional moving spawn system in place too, and in our playtests I see people spread out over each spawn option. Some spawn on spawn 1, some on spawn 2 and some on squad leaders. It kind of naturally evens out.

To answer the other concern mentioned: Role changes only come in effect after you die.
 

kalle

FNG / Fresh Meat
Mar 19, 2006
246
28
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At least we won't end up with the same situation as in BF2 where you never know from what direction enemies would spawn and the fighting was spread out all over the map (caused by the fact that you could capture the controlpoints in any order together with the spawn on leader thing). I know this is not the case in RO2 but it still brings back some bad memories from BF2.

One of the best features of RO:O was the progressive spawns. The new system will hopefully make a good mix, but as Zetsumei says, squadleaders will probably be called "n00b" a lot if they don't stay hidden all the time.

If enemies can deny spawning on leader if they get within specific range to him I think it will work really well though.
 
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MÆST

Active member
Nov 21, 2005
373
28
28
Is there any incentive to fight nearby or squad mates? Or is it just a mechanism to divvy up weapons and institute a forward spawn option?