Common now in invasion to wait on enemys next defense point for rapid capture

but the defenders spawning behind the capped objective will be closer to the new one will they not? see ms paint illustration below


(i spelt previous wrong lmao)

i am not saying you should suicide. if you happen to die right when they cap (as atleast some people on your team will do) you can spawn on the new one. and if they stay there they prevent rush capping. but as shown in my glorious illustration, if you were on your way to the objective when it got capped, you will be closer to the new one and can just fall back

this sounds like your teamates sucked lol, must have been a frustrating game. in my popinion you shouldnt be able to win as the only half decent player on the team. its a team game and it requires atleast 3-4 people on your team to be competent. because i would assume that your entire team werent unable to get there in time, in this case it just seems like the team couldnt handle their shit without you there. which sucks, but isnt the games fault

i might have worded this poorly. my point is that your entire team wont be in that 10% chance situation, only maybe a couple of you. and therefore, in my opinion, i think that the rest of your team should be able to compensate for that

This kind of highlights the need for faster greyzone for defenders as some prefer to stay at green zone even when enemy is at next cap point.

No but to be fair, its actually best thing to do incase you spawned anywhere near the lost cp, having atleast change of spawning to next one.

Which is also a reason why id give a minor delay for attackers as that grants slightly better chance for retreating.

Definitely not and what comes to example scenario the enemy did deserve the win no arguments there.
What Im suggesting is make the games just slightly longer than 1-2mins / cap point.

I mean generally speaking at max 10% of the games are such roflstomps that I & OP spoke about.
Aka rush past CP β†’ build radio β†’ defending team still at old CP wondering what kind of socks they should wear β†’ next CP being captured while fair share of defenders are still between old & new CP.

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i think this really just comes down to how much of an advantage we want the defenders to have right after the point is capped. you seem to want slightly more, while i think it is fine as is. i understand your reasoning, but i doubt either of us is going to get persuaded by the other. i got shit to do, so if its fine by you i will just leave it here as i think i made a pretty solid argument for what i believe, and i dont want to argue for hours

As well as its partially a map design problem.
But yes im literally asking a minor delay, 10s ? And forced greyzone for defenders as well.

Then we simply agree to disagree.

Absolutely.

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I think that what OP says only happens if the defenders linger around the lost capture point instead of retreating to defend the new one.
Also defenders, for some tens of seconds, have the option to respawn directly on the new capture point.
Some maps (e.g. Fortified District, Monastery for the Moscow campaign) allow you, as an attacker, to pre-build a rally point good for the next capture point, before that capture point is actually available. This is acceptable IMHO, because, as I said, the defenders will have all needed time and opportunity to garrison the new capture point and build the needed rally points close to it.

There’s barely enough time to suicide and respawn at new capture point. You end up spawning further away then the attackers. And then you have to run back and build the only rally point in the game.