Vision to spawn zones while capturing the point The spawn zones are usually slightly off from the natural retreating routes, or at least the vision is somewhat blocked, or there are other viable retreating paths available. You are either forced to run out in the open or cross the enemy spawn zone.ĭone right- most of the spawn zones on forward airfield are good or acceptable from this point of view. In many cases the only safe retreat route when you loose the point behind you, is leading through, or very close the freshly activated enemy spawn.Įxample- if you are attacking C3 on town map and the defenders manage to take C2, the spawn zone between the two points is directly on the only safe retreat route which the attackers on C3 can take. (Otherwise neutralizing the last objective is nearly an instant win, as no defender could spawn anymore.) As long as the attacker has not seized control over the objective the defending team can also spawn during the neutral phase. For the defender loosing control it should stay the same as it is now. It would be better that for the scenario the attacker looses control the spawn zone is inactive as long as no side regains control again(defender retaking the objective, attacker successfully stopping the counter-attack). This can literally mean an enemy spawns right behind you once you lost control over it, but the defender hasn't yet seized control. They get active once the defender neutralizes an objective the attacker held. There is, but two options 1) adding cover, 2) moving either objective or en-route spawn.Īnd with this I come to objective spawns. Neutralizing the church does not give you any advantage, a defending tank just spawns and guns down anyone trying to cross the field, the problem also applies for a few other spawn zones. So be careful when changing this.ģ)Some spawns are next to Objective spawns without any cover inbetween (e.g. On the other hand the d3/d4 spawn also added much needed hard cover for any advances towards the bridge. When you decide to tackle that problem, please be aware that tanks/recon often profit from the vast empty areas inbetween points. (Yes they are slightly of route, but not as bad as other spawns, and of course there needs to be a bit of leeway) Also the b2/b3 spawn on forward airfield is a good example of this. However spawns directly inbetween two capture points work, since you successfully moved the spawn area on town d3/d4 from the forest to the street. When the spawns are too far off-center from the direct route to the next point from the previous point, not only distance increases, but taking a certain route over another is more likely in case someone decides to flank around. At least for adding a bit of initial thrust the first one/two spawn locations on an assault line should favour the attacker (beeing closer to the point with the higher number (d1-d2 spawn beeing significantly closer to d2)Ģ)Mostly they are on one flank or another. The spawns beeing equally away does not help the issue. Now attacking is already hard enough, if the defenders decide to utilize many of their advantages. mountain town c2-c3) away or favour the defender. Secondly I'll adress a few points with the en-route spawns.ġ)Mostly they are either a balanced distance(e.g. In short reduce the distance foot-spawn-point to Access Point. Now I don't mind the exposure part, but the fact that a normal Infantry grunt (SA, Pistol, med pack/nades) can't sprint the distance in one go is a problem. If you have to save the point from beeing captured on foot it's a long travel and you are super exposed on your way to the point. If you spawn a vehicle this might be okay. Generally they are too far away from Access point itself. Please note that for many of the issues I raise there may be exceptions, I am talking of the broader spectrum. However I think that most spawns have their fair share of problems. At least a random HE shell into the spawn/capture-building won't instant kill you anymore. And I have to say I do like the current method, better than the older spawning in on the Capture Point scenario. Spawn locations are important in any game.
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