We all know it far too well. As soon as the game starts every attacker rushes forward trying to throw the first grenade or hit the room with an HE shell from a tank.
Why? Because the “defense” is completely defenseless at the start of the game.
Players don’t even get an option to spawn behind to try to get a rally point up to try to recover from it. The first point is USUALLY lost within the first 2 minutes of the game because of this.
SUGGESTION:
Give 60 seconds at the start of the game that attack and defense can’t interact with each other. It would give a little time to try to fortify a little bit and get rally points up to make an actual defense out of the first objective.
Additionally, it would give a little time for late-comers to get into the game.
I never understand wy defender are spawned directly in the cap, is not better spawn them around the cap?
Same for attacker two spawn point are useless, after a couple of battle we learn were spawn are and simply start trowing granade at the match start aganaist attacker
Imo instead of the spawn point we need the spawn area for randomize the spawn and make him less predictable
I admit that some first caps are so small, that even a simple defense is impossible to build as the construction can’t be placed (Ammo boxes, wire and sandbags).
I can pass a suggestion stating, let the defender spawn on a wider range. Yet: people will complain that they spawned somewhere randomly useless.
I run to the front of the cap and start building barbed wire when I have the foresight to select engineer at start.
they need a debrief period where everyone gets loaded into the game and there’s a clear “game start 3… 2… 1…” type thing rather than whenever you finally finish loading and everything just kicks in while the game has been going on for like 30 seconds already.
That’s what I’ve been thinking for a lot of time. Prep time like 15-30 seconds. And more distances between points or a timer for sector to unlock so everyone call fall back and prepare attack. Sometimes it’s just that one guy that runs for the border of sector before unlocking it, making rally there and rushes towards point to start capturing it while defender not to say not even pulled back but not even respawn there. In matter of seconds point is lost and game is ruined by this type of matches. Low exp, fast match so also small amount of EXP. Making this game slower would really drop it from the low that is actually in … SMG/AR veterans rolling their squads.
There is enough time to spawn and run on the back of the objective to build a rally point, what people mean when they say fortify usually is build sandbags and barbed wire all around the objective blocking the firing positions the defenders have or the front entrances the defenders can use to harass the other team, I pass on this kind of “fortify”, I call it trolling.
TL/DR: It is good as it is unless you want to troll your own team with sandbags and barbed wire.
I really doubt dark flow gives a damn about the Defenders they like the game the way it is fast-paced gameplay
And they got rid of stacking sandbags I really doubt they’re gonna do anything to help the defenders at this point.
and I also forgot when I was playing with squad before we’re talking about rushing objectives and not letting the enemies get a chance to defend themselves so this game is really more fast-paced gameplay instead of nice and slow.
Not always - sometimes the player joins the battle late although, in that case, they generally have different issues.
Some folks don’t have the right perks/squad of engineers to build it quickly, not to mention early accidental or not-so-accidental loss of the engineer in squad.
As someone who had the… (dis)pleasure of attacking, and defending such fortifications, I have to say that the “trolling” occurs both ways.
It really depends on what the engineer was thinking, and map specifics. Sometimes, the windows are rather large, and they can accommodate sandbags behind them, and even a machine gun nest at times.
Others… it can indeed block the movement and firing capabilities.
I’m not sure if it is a bad thing 100% of the time.
Majority of Normandy and Moscow maps, some Berlin maps, Pacific and Tunisia are pretty bad but mostly to grenades and mortars. I don’t play Stalingrad.
Its definitely majority of maps, far more than just 3-5.
Just let players CHOOSE. If they want to spawn up front, that’s one thing, but if they want to spawn in the back and set something up, they should have the option to.
On top of a 60 second buffer.
There really needs to be better options for fortification too though. Unless you main engineers and have dedicated time to actually figuring out good fortification strategies, the basic stuff you put up is gonna suck.
That said, even knowing the stuff I do now, it takes TIME to set up properly. The two biggest examples that come to my mind:
Trenching 2x wide and 6x long/ barbwire where applicable. This makes the wire actually effective as it doesn’t break as easily, it catches enemies out in the open, and it actually does a good job at slowing or stopping enemies pushing from that area. HOWEVER, even with the melee speed perk (which I’m hoping is STACKABLE after the merge), it takes a lot of time in order to do. It’s one of the biggest reasons that I fall back in advance to try to set up.
The other one is creating shooting platforms in windows.
I put a sandbag in the window which stops them from being able to shoot in as easy, but then put at least one if not two sandbag walls on the floor behind it, and an ammo box next to it. This way its more or less a fortified position that is much harder for people to shoot you out of, and still blocks shots coming in.
The issues here though are that it takes time and resources to set up. You are limited to 10 total sandbag walls. Spending 3 of them for a spot like this is only worth it if people are smart enough to use them.
The other major issue, that I would love to see the devs fix though I doubt they care enough to, is that I can’t set a MG nest in the window with this method, as it doesn’t register that you can stand on the sandbags to access it.
If you could, this would massively help out defenders. Definitely as a step in the right direction.
My point being overall though is that it takes time to set up good defenses, and if players were actually given a reliable amount of time to do so, I think we would see a lot less of the “troll” like setups that are just thrown down out of lack for anything better.
I like the idea of not using the same 2 spawn points every time. But it can’t be just randomly anywhere or you’ll end up with a spawn point that is a trap. But there can be like 5 and randomly move between them with different matches.
It should only be a problem for bot teams. If a player sits on the objective with his squad, then his squad deserves to get the arty barrage that’s certainly coming.
I immediately move away from the direction from which the attackers are coming so I can stash my bots and build a rally point.
Ultimately it doesn’t matter either way currently simply due to a lack of any way to stop the inevitable hellstorm coming at the point. At least one shell/ grenade is going to rock the place and kill everyone inside. So no matter what the attackers have full force on the first objective every single time.
Come to think of it, I don’t think I’ve ever been in a game that there were players on the enemy team (equal or greater to the number on defense) and they DIDN’T take the first point rapidly. I’ve just gotten to the point where I don’t even attempt to defend the first one usually, rather I pull back and try to setup so my teammates have a fighting chance on the next one (or third one), and try to seal up some cracks to where grenades don’t immediately kill everyone on every point.