When attackers take a capture point, the default spawns move too far forward and leave defenders in a game breaking, realism breaking situation where enemies can start spawning in right next to them with spawn protection.
My suggestion is to add additional spawn points BEHIND the existing defaults and let those spawns be the protected ones. What we currently have is spawn camping by attackers. They can spawn in to an advanced position, be completely immune from all damage for far too long, and kill anyone who was trying to delay the enemy’s advance to the next capture point while defenses get prepared.
People seem to suggest that their idea of the way the game is “supposed” to be played is that once a capture point is lost, defenders are supposed to fallback and set up a perimeter around the next capture point. The defensive perimeter of “the next” capture point begins at the previous capture point. The grey zone dynamic already time limits defenders to only be able to hold their previous position for a short time. Attackers being made immune in advanced positions is far too much of a false advantage given to attackers.
There is a concept in military nomenclature called a traveling cauldron, which occurs when the attacker breaks through the defense lines and moves faster than the defender.
There was once an idea that in the invasion the next point should be closed in the same way as in the confrontation mode. I The area should also open with the point, which would give the defenders time to prepare their defense.
In the closed beta, the area occupied by the enemy immediately closed, and all defenders died after a while and could immediately respawn at the next point.
Battlefield 1 operations did it in a smart way. As soon as an objective was captured all defenders had move behind new defensive lines, or be highlighted.
All highlited defenders killed gave attackers more tickets. The operation / attack continued only after all defenders on old zone had retreated or died.
Spawn point should be much farther back and armor shouldn’t advance through an occupied zone without infantry support. People have to use some damn sense. It would even be extremely cool if a Fallschirmpanzer unit was added to the game where a German tank unit would come with its own accompanying infantry squad for the tanker to command.
There should be more opportunity to operate behind enemy lines, not less.
You’re talking about a salient. You have to MAKE a salient, not be given one. A salient/pocket/bulge/“traveling cauldron” is an extremely dangerous position for an advancing army because it is susceptible to doublenl envelopment and annihilation.
Many armies throughout history have been feinted into pushing the action too far from their core, creating weak spots through their own overzealous action, and destroyed.
No no. The wandering cauldron affects defenders. It arises when defenders become surrounded and remain surrounded but break through from the encirclement. This happens when the attacker advances faster than the defender retreats. And it is the defenders who suffer the greatest losses because they are constantly surrounded.