Fighting near Hero players give small bonuses.
RO is a game of numbers. You can have the worst KDR players but still be organized enough to get your entire team into the capture point to win the map.
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.
I am glad you have spawn options now, other than just the squad leader spawn. I always hated on the bigass tank or combined arms maps where you'd get spawned 100 miles from the objective you wanted to defend lol ... then you walk all the way there only to get MGed by a tank in the distance. This is part of the reason clown cars and universal carriers were never used for their intended purpose -- people wanted to get into the fight sooner and didnt' bother waiting for others.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.
You can EITHER chose to spawn at a standard spawn point OR spawn on your Squad Leader - not on your Squad (they could be scattered all over the map).
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.
t could be even worse when you can look through all the squads while waiting for a spawn and see where they are; so you join one which is in best position, spawn on them, then leave the squad and join your previous one.
Yes, it definitely helps combat spawn camping (Guppy, please take note).
Yes there are rewards for staying close to your squad(leader). There are many team oriented rewards in place.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?
Your role is what weapon choice loadout you will be able to spawn with - primary, secondary if applicable, grenades, explosives etc. You can pick up weapons that are dropped on the battlefield. You will loose any picked up weapons when you die though, and respawn with your class loadout of choice.What exactly do you mean by role? Would I be safe to assume it be mostly the gun you carry?
The conditions include that the SL is "safe" (not under fire etc) and that there is a position close by (NOT within sight of the SL) where you can spawn "safe" - and that both are not close to the enemy. Basically, the SL has to be pretty much out of contact with the enemy. This means that the SL really needs to find a location that the enemy has left reasonably unprotected. Hose the area down with an MG and no-one will be spawning there, for instance...
Thanks for the info. Hopefully this applies to Firefight as well, even though that mode doesn't have squad leaders (or squads ... or does it?). Anyway, I remember seeing some recent MP footage (the one with no sound) where an ally spawns literally RIGHT in front of one of the players.The conditions include that the SL is "safe" (not under fire etc) and that there is a position close by (NOT within sight of the SL) where you can spawn "safe" - and that both are not close to the enemy. Basically, the SL has to be pretty much out of contact with the enemy. This means that the SL really needs to find a location that the enemy has left reasonably unprotected. Hose the area down with an MG and no-one will be spawning there, for instance...
Yes, it definitely helps combat spawn camping (Guppy, please take note).
Thanks for the info. Hopefully this applies to Firefight as well, even though that mode doesn't have squad leaders (or squads ... or does it?). Anyway, I remember seeing some recent MP footage (the one with no sound) where an ally spawns literally RIGHT in front of one of the players.
Obviously it's a beta version of the game, but hopefully Firefight spawns won't be quite that close
Not almost TK I bet. As the enemy just got killed, the area was clear and made it look like "almost a tk" as he just spawned a fraction of a second after the enemy was dead. Now sure it could have been a TK if it was an MG mowing the enemy down .Yea, I remeber this one, he almost TK him, that looked really bad.
The conditions include that the SL is "safe" (not under fire etc)
Will be interesting to see how this works out, I trust the closed beta testers to point out flaws with this if there are any.
As a suggestion, why not make the "spawn zone" that must be clear of enemies/enemy fire larger the further you are from an already capped objective? That'd effectively make it harder to sneak to the front and spawn your force.
So if the SL is say 50 meters from the last capzone only 10 meters in diameter of "clearance" is needed for teammates to spawn, but if he's 500 meters from it a 100 meters clearance is needed. This would also promote defending teams to spread out in more of a battle line than just having everyone gathered at a strong point/choke point.
Will be interesting to see how this works out, I trust the closed beta testers to point out flaws with this if there are any.
As a suggestion, why not make the "spawn zone" that must be clear of enemies/enemy fire larger the further you are from an already capped objective? That'd effectively make it harder to sneak to the front and spawn your force.
So if the SL is say 50 meters from the last capzone only 10 meters in diameter of "clearance" is needed for teammates to spawn, but if he's 500 meters from it a 100 meters clearance is needed. This would also promote defending teams to spread out in more of a battle line than just having everyone gathered at a strong point/choke point.