I know people have complained about attackers getting to cap points to fast, and I don’t have a problem with attackers sprinting to take the next cap point after the last one has fallen as a lot of defenders choose to stay at the old cap point and fight.
However I do have a problem with DF moving the defender spawn point so far back that the attackers are at the cap point before the defenders are. Those defenders who choose to stay and fight at the fallen point is one thing and that is by their choice, but those who died and are forced to spawn so far away that the cap point is already occupied by the enemy before you can get there is IMOP complete bullshit. Who is the attacker and who is the defender? Just my opinion, but a DF generated cap point SHOULD NEVER be so far away that the attacker reaches the cap point first.
few times i used rat tactics with guerillas and was already on next cap point before previous one fell. usually you can cap at least half of the cap point before you even see enemy coming close to defend.
idk why they dont introduce timed capture lock mechanism just like in confrontation.
Its horrid, had a match recently there, cap point was sneak capped (embarrassing ik but we had spawn pushed them and got cocky), only for the time we had run back to the next point they had taken it already, literally not a single friendly was able to reach the point before it fell. We all instantly retreated as well.
Yeah, it would be nice if DF could incorporate some sort of random cap point for each map so it is NOT always the same cap points. That way it would be harder for people to do that. I played a game tonight where damn near every cap point the DF generated spawn point was so far back that you were dying trying to get anywhere near the cap point to defend.
I really appreciate the way Battlefield 5 handles this problem:
When an occupied area falls, the attacker will enter a period of clearing (usually 20 to 30 seconds), and all defenders who stay in the occupied area will be forced to expose their positions until they retreat to a safe area. If they successfully evacuate, they will receive supplies and points.
The attacker cannot continue to advance during this period and must wait until the time is up or there are no enemies in the occupied area before they can continue to advance.
I think this mechanism has several advantages:
Some defenders will not retreat directly but will continue to harass the attackers in their original positions. At this time, the attackers are in an awkward situation. Their primary goal is naturally to build a rally for the next strategic point as soon as possible or continue to attack, and the rear is not Enemies who intend to retreat will constantly harass them, making them feel that they are under attack from both sides
The map of this game is relatively simple, and the points are basically fixed, so some attacking players will come to the second strategic point to be occupied in advance, so that they can enter the next strategic point before the defenders, which is very unfair
The clearing stage is a mechanism that tests the player’s strategic vision. The defender can choose to deal with the enemy in the occupied area to buy more time for the teammates in the rear, or evacuate as soon as possible to get supplies so that they can continue to fight, while the attacker needs to intercept these soldiers as soon as possible. I think the attacker should be given a special reward. When they kill the enemy who has no time to retreat, they can get a small amount of manpower as a reward
To be honest, Luvs2spooge, made an excellent point. We need to bring it in a bit just to give the defenders a chance to put down defenses. There is nothing worse than when you return to the new obj to find the enemy all over it Maybe just bring those new stock spawn points in a bit closer would be good
I can be in a plane when my team is just about to finish taking a cap point, and I can see 4 to 6 of my team already at the next cap point before it has been displayed, so tons of people are getting head starts. That part along with having to spawn farther away from the new cap point then the enemy ruins the game for the defenders.
Both the offensive and defensive sides
You can’t guarantee whether your teammates’ intelligence standards can fight against the enemy.
That’s why it’s fair to move both sides’ spawn points further apart
Everyone suffers the same fate and there is no advantage
Players must work hard to create a better living environment.
Maybe you should ask your teammates why they can be so selfish as to refuse to build a respawn point and refuse to fight seriously, and at the same time blame the mechanism for being unfriendly to them and preventing them from getting everything easily like a fool.
I would rather the defenders not retreat
This way I can build spawn points on both sides of the enemy with less risk
The defender can also prepare in advance, right?
It’s just that they don’t want to do that
I think this mechanism is not very good and may not be necessary.
Let’s not talk about the situation where both parties are excellent.
Even in today’s mostly idiot-filled environment, there will only be more waste of time and manpower in unnecessary fights.