Just because I needed to spawn once as a Japanese APC squad without the vehicle absolutely doesn’t mean I want my Soviet APC squad to appear without a vehicle as well
Is true even the opposite spawn one time the truck dosen mean you need it at the next cycle, imo the system is fine as it is, you need just remember if the truck is selected or not
99.9% of the time we need the truck.
the other day i just realized that…
when you spawn without the APC on your previous apc, you cannot drive it.
so dumb…
THAT, imo is far worse
Yeah that’s also dumb.
Same squad? Same APC driver?
Nope, can’t drive, different spawn, bro.
But not far worse.
I hate spawning randonly with a German squad without APC when I badly need one, just because last game before I went to cook lunch I ONCE spawned with my American apc squad without their vehicle.
Its indeed weird that this isn’t possible, well from a technical standpoint, however I am actually wondering if such mechanic could be abused - like placing a truck very close to the next objective or as close to the greyzone as possible and once the objective is captured, you can get a spawn truck ready near the next objective FASTER than the defenders even usually spawn.
This could be an insanely strong tactic - now imagine multiple people doing this in coordination
There’s nothing wrong if you can figure out a new way to outsmart the enemy; in fact, it should be encouraged. Coming up with new ways to use old weapons (and vehicles) can bring new life into a game. So no, it’s not OP: It’s a valid tactic—no different than placing a spawn point behind the enemy.
I just have the snowballing in mind, you are of course right that planing and coordinating an attack should be rewarded, but an objective being captured just 1 or 2 minutes after it pops up is very frustrating.
To be honest, a simple time lock for objectives for invasion would do the trick - kinda like confrontation.
I partially agree with you. However, putting timers on cap points punishes players who are using good tactics to quickly move forward to win the game. It’s up to the defenders to anticipate these moves and to counter them. A compromise might be to put a timer on the next cap point if the previous cap point was captured extremely quickly.
BTW, this was one of my favorite things to do in Heroes and Generals: To sneak an APC across a river (or flank the enemy) and hide an APC close to the next cap point. When it worked, it was magic; however, the enemy would often anticipate this move and counter it in different ways, such as placing mines on common river pathways—or hunting down and blowing up APCs when they were spotted. It made the game that much more interesting than the constant “frontal attacks” that we’re forced into while playing Enlisted. Flanking in this game is next to impossible—especially for tanks or APCs on certain maps.
I don’t think this can be called an abuse mechanism
Because this behavior is no different from placing the hammer’s respawn point on the edge.
But it’s a pity
90% of players do not have the intelligence level to allow them to do this
They prefer to cover a large number of respawn points right in front of the battle line so that their teammates can be slaughtered together with them.
As for multi-person cooperation?
War requires unity and efficiency
Why can’t they do this if they are willing to cooperate?
If the average intelligence of the player group is sufficient
I will agree
However, the current average intelligence of 70% to 90% of players is not enough to support them in carrying out these more thoughtful and tactical actions.
It’s the defender’s problem to be invaded quickly.
They don’t have enough normal people.
Some groups prefer to stand on the periphery and watch a point being captured by the enemy or waste time on the previous capture point and then watch the capture point be captured by the enemy.