OMG, it's still the more players left, the MORE respawn cost it takes! (Sea Predator event)

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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.


Game still fill in bots after 7 players mid-quit.

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.

3 Likes

Depends.

Are the players left only spawning tanks and planes? Bound to cost at tad more tickets than riflemen…

Wish someone knew how much each squad cost, depending on how many pair of boots it contains.

Then devs should indicate it. Maybe, just maybe, players would be a bit more careful before spawning stuff.

1 Like

was always like this lol

ence why bot matches last less.

So that’s why you leave games when you are on my team. Trying to sabotage me.

1 Like

I played aganaist him in the pacific this morning

M2
Lvt
M13
Radio-squad

After i dont see him anymore he dont -quit but he was doing hard camping with bomber


Now even AI are all trying avoid staying inside bombing/arty zone. Why go suicide inside?
Also, 20 deaths???
Seriously?
Are you going kamikaze?

They should calculate each player’s respawn score individually. The setting of sharing respawn scores is unreasonable

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Pure japanese style, and because in a battle 3vs7 i can care less of the death

Max xp profit is what i want

So, how much a battle need go on because

“Alfred”

Even if his team is out he is wasting time at spawn point with still lives

Bad idea, we have shared reinforcements for avoid “alfred” do this

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.

  1. We need defender spawn limit. And less penalty for attacker’s death to encourage attacker to attack.
  2. Greatly increase capturing/fighting inside zone’s bonus. +100 pts for capture a point is a joke.
  3. 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.

1 Like

I know and i agree but seems dev are interested only in modify reinforcements and capture time

Lets just agree that respawn costs should be completely transparent and known to the players, in general.