Prob suggested in the past but best to be sure Taking out an enemy spawn can be an daunting task but should be rewarded
The reward is you winning the game.
If you feel evil, instead of straight out destroying them, once you locate one you can camp near it and squad wipe people as soon as they spawn. Free XP.
Or, put a mine next to them. One particular user loves so much when someone does, that he opened a dedicated thread to basically ask for court martial.
Or stay here and deactivate him and kill every enemy try to unlock him
Agree.
Destroy Rally point is important to a point and match.
XP Gain needs a serious overhaul eventually. You get peanuts for constructing stuff for your team mates, and peanuts for destroying enemy constructs. I’m not saying it has to be drastic, but enough to alleviate some of the grind. +3 Points for building stuff is lame, make it something like +10 or +15.
This is probably because if building itself provided good enough XP, in every match there would be idiots farming by spamming barbed wires and sandbags at spawns or in other useless places. (It used to happen when “build X stuff” was a BP task.)
Therefore Devs made so that most of XP of buildings come from them actually being useful (used by teammates, harming enemies, etc.).
The thing is, there’s going to be a trade off no matter what. Leave it as is? Almost no one is gonna bother building stuff that helps win matches, such as rally points. Increase it? More people will build stuff, but some people will put no forethought into constructing stuff intelligently. I don’t see a middle ground here unfortunately, but going from +3XP to something like +15XP isn’t really anything in the grand scheme of things.
Capturing or helping capture a point should give a generous amount of XP to provide an incentive to play the objective. In my opinion it should be something like +250XP for capping or even helping cap a point.
It’s still a +400% increase though. Besides, that +3 is battle score, which I’m not even sure how it translates into actual XP.
The reference threshold is, basically, the XP/min that average players can net by doing the main gameplay activity (fighting - killing - capturing).
Any auxiliary activity (building, spotting, whatever) needs its potential XP/min to be capped at an inferior value than said threshold, or else auxiliary will become main and vice versa destroying gameplay, because it is proven that players will exploit whatever mechanic allows them to grind faster.
Indeed, capping/decapping could use some more reward.