Spawn protection

I am fine with spawn protection, however what irritates me is that when you’re running to the next objective and see a group of the enemy doing the same, you’re going to shoot. Then, you find out that the guys your shooting at have spawn protection so you can’t kill them. Ok, that’s fine, meanwhile they return fire killing every one of your soldiers who don’t have protection. So I ask, why the hell should they be able to kill you at the same time they have spawn protection? Why should they get to wear their “Special Wizard Armor” having complete death immunity and still be able to kill you? :thinking:

So, may I suggest that the DEV’s change the spawn protection parameters so that while someone is under spawn protection, they cannot kill anyone until that protection is gone?

3 Likes

I think if they were spawning on the normal spawn and they shoot they should lose their spawn protection tbh like it kinda annoying when it last for like 5 sec and you can’t kill them cause of that but they can kill you before it time up

I know it probably a hot take but if the guy shooting at you he basically forfeit his spawn protection that my opinion on this

Ngl tho when the spawn protection save me from mine or camping enemy it does feel nice

3 Likes

Yeah, once they click the mouse and a bullet flies, their spawn protection should cease. I am not sure what the game parameters are set at, or even how long their protection lasts, but I see this a lot immediately following a control point change. Hell, I have even been shot at and returned fire only to find out the person shooting has special wizard armor. :rofl:

2 Likes

They need those 5 seconds to fight back
Rather than being massacred the moment he lost his protection because of a counterattack

Fighting back is fine and I’m all for it, however, once they shoot back, their spawn protection should end as they are now engaging so there is no reason to have continued protection. I don’t know what the amount of time spawn protection is set for, but once they engage it should be over as now they’re aware of the enemy and if they continue to have protection, then they are at a huge advantage.

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Agreed.

I believe this is what happens in War Thunder if they shoot back they lose protection.

Your argument is reasonable. They shouldnt be able to kill you while being invincible themselves.

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Should remove spawn protection for all since greyzone is enough to save people from teabagging and spawn camping douchebags.

I understood what you meant. But I have to ask you to put yourself on the other side.

Now the angry kids with tanks are shooting not at the respawn, but at points a few metres away. Without this protection, there would be no time to survive.

Other players know the exact respawn points. So they just wait to shoot at the right moment.

I think the respawn in the game should be in random and undefined places.

While I dont agree with everything you said, I do like your last comment.

My suggestion would be to make 3 or 4 game generated spawns. I understand the point of rallypoints but let’s face it, no one builds them.

Having more natural spawns would make spawn camping harder and allow for more soldiers to be deployed.

I also thought perhaps there could be a line around spawns (invisible to the enemy) that if a certain number of enemies cross you get a warning the spawn is being overrun. This would encourage people to defend and maybe this automatically pushes the spawns back a bit (but not complete withdrawal) to a random location?

whole mechanism of moving to next cap should be redesigned.

  1. caps should be locked for first minute just like in confrontation. there are too many games where attacker team just roflstomps to the next cap point before defenders even have chance to get to the cap
  2. spawning with spawn protection in enemy playable area is stupid. default spawns shouldnt be available until gray zone moves.
3 Likes

I agree.

There should definitely be a ‘regroup’/‘cooldown’ period after each point is captured. Ive played games where the enemy captures the first point for example and the exact second it is captured, and I really mean the exact second, the next point (which has only just appeared) is already being captured by the enemy.

You as the defender try and sprint back but get shot in the back. It’s so dumb.

We also have all these engineer buildable structures but never any opportunity to use them. Defenders should be given time to you know, actually defend a point? Build some sandbags, Czech hedgehogs, MGs etc. (whether they actually choose to do that is a separate issue).

Yes, but if “you” currently have spawn protection, “you” should not be allowed to kill others who “do not” have spawn protection. So it should work both ways. I am fully supportive of spawn protection, but if you are the enemy, you don’t know if someone has spawn protection unless you engage them, and by then, it’s to late since you can’t kill them but they sure as hell can kill you. I just don’t think that’s fair.

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Part of the problem is that vets know all the maps and all the objective points, so when it becomes clear a point is being captured, I think a lot of people are double timing it to the next objective before the previous one is completely taken. I mean, if there is a large gathering of your team mates at the objective, and you can see the color swinging on the meter fast, it’s obvious that objective is done so if you know where the next control point is going to be why not get a head start. It would be kind of nice if the DEV’s had a system of assigning random control points, so it is not exact same control points on every map.

You know, getting a head start is actually smart since so many people hang around to ambush you while leaving the captured control point. This is also another reason why some control points get taken so fast.