Usually each respawn cost 10.0~16.7 at 10 players per side. But here, due to attacker having 4 players short, they are suffering at nearly doubled spawn cost instead!
Giving them a certain lose. (Also a quicker lose)
I found how the respawn cost works months ago.
Which means, the less players the attacker get, the MORE it cost of each respawn instead!
In regular games, AI squad will automatically fill in after each human squad leave. So attacker only suffer for a short time of high respawn cost.
But in event match. lol. No one fills the left position (after matchmaking period ended), and leaving you having fewer teammates, thus higher spawn cost for the entire rest of the match!
I dont take event with any serious now. Just go play regular match and get regular bronze/silver is enough.
In (previous) conquest, lonefighters, there’s not only total team points working as spawn limit, but also individual’s spawn limit.
Giving each player 15~20 spawns may work. But not working in extreme long matches.
We need defender spawn limit. And less penalty for attacker’s death to encourage attacker to attack.
Greatly increase capturing/fighting inside zone’s bonus. +100 pts for capture a point is a joke.
Attacker should manage resources more precise than defenders.
And kinds of “halted front” aka attacker give up attacking should let lock down timer kick in. Current 25min lock down time is just a joke.
All suggestions above have been posted at least once from me. None has been significantly improved.