Something has to be done about speed capping. One speedy attacking player/squad always running to the next objective and capping it single handedly uncontested while the defending team has next to no chance to make it in time from spawn or fall back in time under fire from the frontline.
Countless times have I lost objectives as a defender without even having the chance to reach them on foot before they are capped and the Speedy Gonzales is gone to the next obkective since it’s apparently already available for capture.
Solutions may include:
a) increase the timer when the next sector is out of bounds for the attacking team that has just captured an objective;
b) introduce a delay between the moment when the defenders are forced to retreat and the moment when the attackers may advance;
c) increase the time it takes to capture a point by a small number (1-3) of players.
All in all - give the defenders a chance to catch up with the attackers back-capping their objectives.
the whole idea of an effective attack is to rush and cap before defenders can setup properly
the defenders do already get to spawn a few squads on the point giving them a headstart before the attackers come(even before the advantage of the enemy having to come to you)
I must have been playing in some very weird teams then a lot since all our objectives were empty, the single rushing enemy just caps them freely and I don’t even reach the flag before it’s captured again and again. No fun.
its not indicated what spawn is on the point, so i its entirely possible that everyone choses the not-cap spawn
they should really clearly indicate what spawn is the new point
at least in berlin they should increase the amount of time to capture a point, but, if there is a single soldier capturing the point I do not see anything wrong that already comes to be the direct fault of the defenders who were not attentive to defend the point of capture
Perhaps, I don’t strongly agree that the time it takes to capture a point is equivalent to the number of people who are inside it, I prefer a certain time like 50 seconds or 1 minute. It would be the most fair since many times we have a team of pure snipers who stay in a corner of the killing ants, and everything depends on ourselves.
a delay before they can start capping probably wouldnt really do much
points are generally well defendable positions
if they manage to get on the point it will probably be hard to get them off-which would mostly just stall out the
I don’t understand what you mean? You mean that it becomes difficult to get an enemy out of the capture point? Well, the best thing you can do is throw a grenade at him and that’s all fixed.
what i mean is that of the enemy gets control af a point it will be hard to get them off
points are large enough that grenades probably would do that much(outside of a coordinated carped bombing)
it probably wouldnt help defenders much(other than stalling the game for a bit longer)
yeah but by that logic or the cap speed is limited at 1 squad globally (minimum 9 soldier for full cap speed), or you can push with your whole team and cap in 20 second (without speed/soldier limits).
I prefer the first and not be so dependent, we will not always have an efficient team supporting, also if a single boy captures the point it is the direct fault of the defenders for not being attentive, but if I agree that the time it takes to capture a point regardless of the number of people, even if it is only one, there must be a predetermined time.
All I want is enough time for the defenders to reach the point from spawn/previous objective to contest it.
I spent my most recent Moscow defence map running back trying to reach the objective or running from spawn trying to reach the objective while they just fell like dominoes one after another.