Warning return to then combat zone

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Spearhead_

FNG / Fresh Meat
Dec 15, 2011
39
16
0
...well I would if I had time! Has anyone else found that sometimes when a area gets capped (especially when sniping on commisars house) you become in enemy zone and no matter what you do you have no time to get out. I think the time limit should be increased to like 30 seconds for people who are already in the zone when the borders change. What does everyone else think?
 
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GrimReality

FNG / Fresh Meat
Nov 8, 2009
242
97
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www.deathb4dishonor.net
This has long been a headache. I think they actually did increase it by a few seconds BUT it's still not long enough. You're SOL if you're too deep in the enemy territory. I understand the need to protect spawns from campers and random wanderers AND I'M GLAD THEY DO but it's absurd to set such an impossible time limit to exit any given area.

I hate to say this but I like the way it was done in BF:BC2 where you were actually given a timer on your HUD and you're screen would desaturate (much like suppression in RO2) whenever you wandered out of the playable areas, and I believe it started at about 10 seconds, which is plenty of time to get out and plenty of clear warning about what's going on.

I'm not saying RO2 needs to do what BC2 did, I'm just saying that's one example of it being done right versus one example of it being done wrong. RO2 could easily have a similar system that's just as, if not more, effective but for whatever reason oh, no, sorry, you just exploded.

As big as the maps in RO2 can be and as quickly as things can change it's just frustrating how somebody who is actually trying to defend a zone (while his teammates obviously are not) can be penalized so unnecessarily.
 

Mekhazzio

FNG / Fresh Meat
Sep 21, 2011
1,104
641
0
The problem isn't really in the timer on protected areas. The problem is that they've got protected areas in tactically important areas to begin with.

As an example, when Axis captures the church in Spartanovka, suddenly the entire map on either side of the church becomes a protected area, because it has line of sight on the new Axis spawn that's about 30 meters behind the church. This is stupid map design. Not only are there likely to have been Russians in those areas when the church rolls over, because they're useful for covering the flanks, but they're necessary to use to assault the church for the same reason. The protected areas make it almost impossible to recapture that objective.