Too many spawnkillers, bring back a functioning greyzone

That’s a lot of words to say skill issue. I think I disagree with your premise but I’m not even sure what if anything you’re trying to say.

I do agree that there are maps that need tweaks to improve gameplay, that’s really all I’m saying, so I guess we’re on the same page there.

Maps should be enlarged even more at depth and horizontal dimension.
Everybody hates dday bcs its too clustered at beach section.

3 Likes

if your brain wouldn’t have “sKiLl iSsUes” then maybe you would understand that I say “spawn kills need to go”

also how does having a problem with spawnkilling has anything to do with “skill issues”?

Seriously can people pls start using their brain before using that statement?

I wasn’t responding to you, sorry. I agree with your whole thing

1 Like

well I should say “sorry then” but I just really get triggered when people keep using the same BS words over and over again. “skill issue” has no substance and destroys every possible discussion.

Don’t get frustrated with the comments. You’re simply encountering the village’s trolls that leave nothing but toxic comments on any post that goes against each of their own style of playing.
Keep on, keepin’ on.

1 Like

Im curious, how do you think you could stop spawn camping?

Even if you were completely safe in your spawn area, if the enemy pushed all the way up to that limit, youd would still get killed trying to leave.

The line would move, but you would still call it spawn camping.

As in any game, if your team cant hold them back, this is where its gonna end up

1 Like

You dont realized yet. This is a toxic community. They will not discuss, just troll the topic.

1 Like

yes, so the problem here is complicated and needs to be explained, let me show you some map examples and discuss this like real grown ups… with paint : D

here we have an example of a map where basically everything is as bad as it gets.

  1. both spawns have direct line of sight towards each other AND towards the objective

  2. the grey zone is so too far away so that people can push hundreds of meters past the objective and push close in front of the enemy spawn and camp it.

  3. Tanks can nevertheless stay far back inside of the grey zone in protection while still being able to shoot both
    into the objective AND even into the enemy spawn.

this bad example here exists on some maps and makes lots of problems.

Yes i get that. But how do you eliminate that. To break line of sight to be safe, you need bottle necks to leave…in which case you are just going to be killed in the bottleneck

1 Like

And now here a “good example”

Here on this map we have the opposite:

  1. grey zone is close enough to the objective to allow protection from spawnkillings

  2. grey zone is still far away enough to allow for the enemy team to push at least one building further away from the objective to apply pressure and hunt for radios

  3. map design does not allow tanks to shoot into the enemy spawn or into the objective from within the greyzone

  4. map design and greyzone do not allow players to attack tanks and camp them while still inside the grey zone

here to be successful with a tank you need to rely on infantry support and push together with them , the more you push the better your position is gonna be, yet if you overextend you are dead.

you basically have 2 “lanes” of attack- which both give you access to the objective while also allowing for a risky extra flank in order to attack enemy tanks .

Thats sorta what im talking about. You have 2 bottlenecks which can be seen from as few as 2 locations. Still going to be locked in your spawn and farmed as you try to leave.

1 Like

that is true and unfixable or to be correct “not at all bad”, you can still push beyond the objective, however holding a position that is past 50 meters from the objective is totally fine and less of a problem than running past 200 meters and camping so far away from the objective that it only creates chaos and confusion for both teams.

Ok see that unfixable part, is why people will always call something spawn camping. (Not without making huge maps)

Seeing from spawn to spawn is crap design ill agree…but for the life of me i cant think of a map that has no avenues of cover

Also, now paras are in, you can choose your own spawn and get around that

1 Like

After all, there is spawn protection in the game. It is invulnerable for some time after the unit has been deployed.
This does not apply to rallypoint and vehicle deployments.
I think that the gray zone is a great idea for game balance anyway.
But they should shorten the time to close the zone around the deployment sites.

1 Like

just one example is one of the Berlin maps, where basically team spawns are so incredibly busted its literally broken

axis tank spawn literally need to drive 10 meters and is in a position where it can shoot infantry that get past the hill and try to capture, while also having a big open field 200 meters long whit no cover that allows you to mow down any infantry stupid enough to attack from the left side, while ALSO being able to shoot directly into the enemy tank spawn…

all that while the enemy tank needs to drive across half the map and then expose his side towards the axis tank spawn just to shoot at some infantry.

Here greyzone doesn’t even matter… thats how busted it is.

Whats the map called. Ill need to load it up in game to remember lol

1 Like

not too sure, i think its ministry garden invasion