A quick check of a conquest map's rallypoint spots


A “starter” spot, easy to think of, but can be easily destroyed by tank or heard by enemy.

A unpopular or backup spot for defending A

A unpopular spot for attack C

A sneaky spot between AB BC

Not recommended spot though looks good. Can be spawnkilled easily.

Now, you have to build rallypoint much outside of maps. Also some spots simply not exist any more.

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What were they thinking?
No one asked for this. There are no suggestions on the forum. What for?

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Why dont you use the current topic for this info?

This post is made to get you the wrong opinion. You are standing too close. Not even 60m behind. You need to be atleast 70m to build rally now. And that is good, finally. Everyone had those games where defenders built a rally so close to the OBJ that it would not take them 10 seconds to get to the objective. Then it was impossible to capture the point. Now rallys are implemented to actually work as a flanking spawn and not as a main spawn. Which is good

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Have you ever build much rally points…
Who will use the main spawn if its 120+m away.
And do you know how small the map is?

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I do build rally regularly and prefer to set them on flanks so we can cut enemy reinforcements. Being able to build rallys just behind the objective leads to 1-2 good spots, making more than 1 engineer per team kind of pointless. On top of that it pushes for auto weapons meta as both sides will have just 50 meters in between opposing rally points. And in addition it makes match flow very similar and repetitive. If you have a bit of weaker opposing team, it makes it very easy to surround their “forward” rally point and kill them as they go out.
Please provide some arguments on how close rally point improves gameplay dynamics.

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Seems like you know nothing about the game

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Ohh, teach me. Let us observe your wisdom. I’m all ears.

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Enlisted从军WIKI_BWIKI_哔哩哔哩 (biligame.com)

Two wiki written by me.

I have no time to argue with those definitely a joke.

Very impressive! So how many engineers per team would you recommend, the Wise One?

Dont you know how OP the engineer is?
And how important all rallypoints are?
And do you know to build backup rallypoint?

Why this days even having only 1 engineer can be proud of?
What if team’s rallypoints gone and you dont have engineer ATM?

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Then a second guy can build it. I have engineers in pretty much every squad and can spawn one if rally is needed.
In most cases there is one next to objective already with people breaking other’s rallies just to place their own in the same place. The point being, the one that is right next to objective is what is used the most and makes the rest kind of useless. Already mentioned other reasons for why this change is good.
Yes you can build backup rallies which are just a bit further away or jammed into the same building. So you need 2 engineers per team. Sounds great this is 100% increase.
Which this leads to people screaming - “why nobody is building rallies” and people are not building them because they are tired of their rallies getting broken and destroyed or just not used at all, because “good” spots are right next to objective.

I’ve seen to many matches where one “genius” builds a rally next to objective, in such a way that enemy just mows down everyone on the spawn. The rest of the team just keeps spawning there and dying. The classical case is rally being right in the middle between two conquest objectives or between regular spawns and objective on the rest of the maps - this gives no tactical advantage, just shorter run times.
Rarely someone builds rallies on flanks or even when they are available, uses them. This change makes flaking rallies a default. Which is great.

To be honest I had games where attackers suddenly plopped rally in the proximity of objective and swarmed it with endless zombie hordes in matter of minutes. Defender rarely had opportunity to build rally close and secured so it would survive past first arty/bomb strike and building rally as a defender means you have to withdraw from combat to build it while attacker simply plops it somewhere on the way to the objective and it really doesn’t need to survive long.

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Both points are correct and both of these situations happened. It doesn’t give an advantage to either side specifically it just makes match flow more erratic. Which ever team has 2-3 players or more that are coordinating their actions typically wins. They can abuse rallies and use them for objective hopping. The new change makes use of rally as an alternative spawn point that is roughly the same distance away as main spawn, so it’s more useful to be deployed on flanks. I’m pretty sure we now will see more rallies on maps, just not at the same spot where they where always build before.

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But objectives at flanks typically suit attacker. Defender would be punished more by this as they would have to travel further and their route to the objective would be easier to ambush.

They suit defender too as it allows to attack reinforcements of the attacker from a side. Especially useful to avoid tanks or arty spam blocking one of the sides.

No because defender cannot uncap (or it is so slow it is not meaningful) so they need to keep objective occupied at all times. Flanking as a defender is a luxury when there are not many skilled players attacking and you can leave the point and fight along the gray zone but still single lonely trooper can sneak through and cap it quickly.

For example, you don’t have to cap defensive objective as an engineer, sniper, radio or mg squad. Those work much better deployed on flanks. A team can spawn on flank just to get rid of camping tank and run to objective after that.

Provided you can hold enemies from ever entering cap zone but when only one or two squads guard objective it gets gradually capped if most defenders would sit on flanks and sniped enemies from afar.

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