The greyzone can be an annoying mechanic, but in some cases it is also necessary. On one hand it is intended to keep players from being able to spawnkill, but its also heavily abused by tanks. Hopefully these suggestions will help with the overall balance of the game, both for offense and defense.
Greyzone Total Boundaries
Many of us have made the arguments that we need larger maps. I for one 100% agree. A lot more area needs to be opened up with which to operate. Larger areas to the sides plus more area between objectives and spawns.
While some may argue that this would require them to entirely change maps, I would disagree. There are many maps that only use 1/3 - 1/2 of the available map, if that. Opening that area up would be very helpful.
Beyond that, the only thing that would really need to change is the objective locations. These would need to be very carefully picked, and be relatively small (instead of taking up large swathes of area, it should be INSIDE a building, or in an area that is defendable using fortification methods).
- In a lot of maps, there are vantage points that are currently not being utilized within map boundaries, leading to players sniping or providing other support from their greyzones. If these areas (hillsides, church towers, other tall buildings) were within zone, had good vantage points into lanes of fire (either the objective or major alleys leading up to it), it would greatly help to move players forward out of the greyzone, as well as allow for a larger mix of tactics.
Greyzone Change between Objectives
Currently, one of the major issues is that attackers can push directly from the previous objective directly to the next one, not allowing defenders to regroup and fortify. Additionally, it has been noted that some defenders stay as long as they can to antagonize attacking forces in their spawn.
The solution to this is a combination of elements:
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When the objective falls, the attacker greyzones do not move initially, they are not allowed to push forward for a short period of time.
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The defenders greyzone on the front begins to slowly roll back. Forcing defenders to withdraw from the area progressively, rather than all at once that it currently is.
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Once the Defenders line has fully pulled back, THEN the area opens for the attackers, which will have made them fully regroup and prepare a large wave of attack.
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During this in between phase, attackers ticket loss is HALVED, making it less detrimental to them while they regroup and wait, yet still encouraging small skirmishes along the edge.
Time Spent in Friendly Greyzone (Infantry)
Infantry should be given adequate time to vacate the greyzone, but definitely NOT be allowed to stay in it indefinitely.
(While some people have argued that they shouldn’t be able to shoot while in the greyzone, that is simply ridiculous. After all, they would need to fight their way out in some cases.)
- With the increase in map size and the availability of other prime locations, It would be likely there would no longer be a need to hide in the greyzone.
That said, limiting players to about a minute or so in the greyzone seems fair, but with an exception: If they are taking fire from enemies, while they are still trying to spawn in, then the timer to leave the greyzone is extended, allowing them to fight their way out.
Time Spent in Friendly Greyzone (Tanks)
Arguably one of the most aggravating issues with the game currently is greyzone tanks. Very hard to kill, but very devastating effect.
Similar to the suggestion for infantry, they should be allowed a minute or two to leave the greyzone, unless they come under fire, at which time they are allowed more time.
- The difference however is that since they need to be able to rearm, they should only be able to re-enter the greyzone when they are at 25% or less of their maximum ammo capacity for their primary gun.
They would be given adequate time to rearm and leave the greyzone again.
With these changes, I think that many of the current issues will be resolved in a fair manner for both offense and defense.
Sorry for the long read, and no pictures.