Extend protection time for rebirth and eliminate excess gray areas

The original intention of the gray area was to prevent the weaker side from being suppressed at the rebirth point, but now it is clearly being abused. The gray area that only applies to one side allows one side to safely shoot at the other, and they can even give up their attack and gain an advantage by staying in the gray area (although they lose, this is definitely the best revenge).

This deviates from the original intention of the gray zone, which was originally intended to provide space for the weaker side to move towards victory goals, rather than treating it as a fortress to shoot at opponents.
There are many ways to prevent the weaker side from being surrounded and annihilated by the other side, and targeting one side’s gray area is unnecessary.

This is a solution to address the misuse of gray areas:

  1. Make the gray areas of both sides consistent, and ensure that their rebirth points are adjacent to the edges of the gray areas, which will eliminate the possibility of the other side surrounding the rebirth points.
  2. Increase the protection time for rebirth, Infantry protection time for rebirth having at least 15 seconds of protection time for rebirth (This time is enough for players to lead AI soldiers to avoid shelling)and tanks having at least 20 seconds (tanks are more bulky).A sufficiently longprotection time for rebirth can allow the weaker side to easily counterattack enemies attempting to surround the respawn point, while also giving the other side’s infantry the possibility of approaching distant tanks.

A sufficiently long respawn protection time is better than a gray zone, as it also solves the problem of being immediately killed by bombers after respawning.And tanks will not be immediately destroyed by anti tank landmines pre buried near the rebirth point.

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No,no,no. The spawns should not be protected in the first place. That feature should have been handled by ADDING spawns far behind the action to allow an option for “weaker” players to be able to enter the map and hump their way up to the lines. The protected spawns SHOULD NOT help attackers advance the way in which they do. When attackers take a capture point and the default spawns advance up to the new location, the defenders who are still actively trying to fight back nead the lost capture point find themselves at an extreme disadvantage when new spawns are automatically immune from being shot but have no problem shooting back. That dynamic is absolute horse shit and should have never been added to the game.

If the enemy surrounds your spawn point, you should lose. But I can see room for an “emergency” spawn point which cannot be reached by the enemy so as to keep the attackers able to push the action.

The gray area is bullshit, and a longer respawn protection time is just a warning to the other side not to run to the other side’s birth site casually. You can choose not to go on an adventure due to rebirth protection, which is different from the gray area where you are completely not allowed to go now, and under normal circumstances, you cannot run that far.

As of now, due to the gray area, it is absolutely impossible for you to reach the birth point on the other side. The longer respawn protection time is no different from now, they cannot reach a place further away from the current gray area boundary in such a short time,the only difference is that you can try to destroy the tank hiding behind.

The issue with gray zones has 2 main points in my eyes:

Map Design (IE Sightlines)

Gray zone movement.

The issue is more that many maps have sightlines from gray zone areas to use range to your advantage. These sightlines need to be obstructed to balance maps out. Obstruct the sightlines, gray zone can no longer be a viable option.

Gray zones also move as objectives are captured. They also don’t show you where your gray zone ends sufficiently. So often, you may have people hanging back, because they see enemies, not because they are in the gray zone, but they see enemies to shoot at. This again goes to sight lines. This is heavily seen in maps like d-day. DF even updated the D-Day map and removed many sightlines and it got much better for it!

As such the issue is sightlines to and from gray zones, not the gray zones themselves.

1 Like

Aircraft usually take more than 20 seconds to reach the battlefield
When they dive, if they find that you are still in the protection period, they only need to make an upward turn to kill the remaining protection time.

15 seconds is enough time for an expert to break into 50 meters and slaughter the enemy

I like the uncertainty of the gray zone
This way I have more tactics or terrain advantages to humiliate the enemy

I hate these changes
Even though I’m a US soldier, I still enjoy the old version of D-Day.
As long as my teammates are not a bunch of incompetent monkeys, I can at least capture 3 strongholds.

Which it to some extend does as it should.
If the idea is to make greyzone even smaller → meaning the attackers has even longer road to cap.
As well as it means the defenders that for some god fk unknown reason doesnt have tickets at all can push to the edge of the greyzone, which happens even these days rather frequently.

That combined with some what shtty map designs in some maps the attackers would be enjoy theyr beautiful graphics of spawn area unable to move anywhere.

Would also require rather massive map overhaul.

In the greyzone or generally ? In 15seconds in some maps you can pretty much run to cap point while being immune to damage?

Cant really remember what normandy map it was, but technically from attacker tank spawn you could see right to defenders spawn.
As attacker you spawn to hill as defender you spawn to mid hill behind bunker across the cap valley.
So with the 20 second dmg immunity I could rather easily annihilate entire defending team at cap point.

This could be simply solved by not moving the greyzone instantly once you cap.
Just in previous game as defender I spend several minutes at old cap while destroying enemy tanks in spawn ( I got no sympathy for those BR3 shermans in BR2 game )
If the greyzone had moved faster as it should I could not have done that.

As attackers, you can abuse the instantly moving greyzone by calling artillery or shooting with mortar to next cap → contesting it → defenders cant spawn there

A brave stack did just this yesterday.

Greyzones, some tweaks here and there are justified depending maps.
Also a delay in greyzone moving should be a thing → mines and what ever left in previous cap should be destroyed by greyzone.

Generally, I dont see a single reason for longer spawn protection.
Just how greyzones function should be tweaked aka
a) Should not move instantly to next cap point
b) Should appear alot faster to defenders, not allowing them to hang around in attackers spawn.
c) greyzone should destroy mines and what ever the fk is left behind by defenders.

You are wrong. When the attackers capture a point, the grey zone boundary moves, but the fight continues. The default respawn points get moved forward, and people can spawn into the game right beside you that you cannot kill. You shoot them and nothing happens except a stupid shield image showing above their head just before they shoot back. Their firearms work while yours don’t.

It’s an idiotic mechanic. I’d rather that they had done nothing at all.

The default rally point that is moved to the next cap point should be unprotected. If the attackers have captured a point, they don’t need special hand holding anymore.

No. Defenders having to mass a counter attack at a lost point, get back to prepare defenses, stop streakers who are holding knives in their hands to activate one of the stupidest weight system dynamics in all of gaming, set asvanced spawn points, and try to keep the attackers from forming up is one of the best parts about the game. The game is not about attacking.

It makes absolutely zero sense that a mine would detonate by that mechanic.

Attackers need no more boosts. They’ve already been given game breaking, unrealistic, absolutely bullshit advantages

It is very uneconomical to continue fighting in a lost stronghold.
Usually after a loss, you must quickly move to the next defense point.
Otherwise, the enemy will respawn near the original stronghold after about 30 seconds.
At the same time, new strongholds will continue to fall due to insufficient manpower.

I love the traps these enemies leave behind
Not just because they spent time and thought arranging it
Usually only ridiculous monkeys die tragically at the hands of these things in succession
I can laugh at the monkeys when they come crying on the forum

But I also think the model penetration problem of mines needs to be improved

Then you have to tell me how to solve the problem of attackers staying in the gray area without coming out.Additionally, my idea is that both parties will still be born at their current birth point, but the edge of the gray area will be adjacent to the rebirth point, and they can only move forward,the 15 second protection time is not something I casually suggested, it happens to be the time it takes for people to run from the birth points on some maps to the edges of gray areas.

Quit ?
Probably once in ~3 years ? Ive had enemy that decided to spend theyr game in safety of greyzone → Just quit.

Currently id say this exact issue is quite minor compared to suggested entire removal of greyzone for example.
Which would result to nothing but massive spawn campping as defenders yet again doesnt have tickets.

It sounds strange, 15 seconds is not enough time for people to run to the enemy. How could someone rely on respawn protection time to kill the enemy? This situation only occurs when one party insists on running to the vicinity of their rebirth point, and the location of this rebirth point is now completely impossible to reach due to the gray area.
The problem with gray areas is not small. Simply put,tanks can shoot from a distance, but the gray area allows tanks to hardly worry about the threat of infantry, which is unfair. A sufficient distance is enough to protect the tank itself, and the tank does not need to be protected by gray areas.

Its quite irrelevant, we have greyzone to protect the spawn area.

By spawning to newly capped point ?
And in current maps id say I run out of current greyzone quite alot faster than 15s.
Especiatly in fair share of pacific maps.

Which is entirely fine. Defenders dont have tickets so with your solution they could simply kamikaze run to greyzone tanks.
Was it protected ? Oh no, well let me just do it again because ive got nothing to lose here.

When the attacking side can completely ignore the winning target and rely on staying in the gray area to gain a better gaming experience and disrupt the defending side’s gaming experience, this has already caused a problem. The protection of gray areas is permanent, which is different from limited time protection. The former can keep you idle, while the latter requires you to do something as soon as possible.

Well, as defender you can also enchance attackers gaming experience by rotating planes and doing suicide every 10seconds.
Sure this requires premium / squads and what else.
But as you dont lose tickets at all as defender why the fk not ?

Even now as we speak, nothing stops you to run in greyzone to kill “campers” as again you dont lose tickets so why the fk not.

And in both cases the easy solution is Quit.

Well not really, if you dont do anything you get kicked. Unless it has been recently changed the time aint even that much.

That’s untrue. Holding a defilade point in the lost zone and shooting attackers in the backs as they try to charge the next point is a very effective means to remove their reinforcement bonus quickly.

Disagree. It is usually useful for SOMEBODY (or two) to rush to set up defenses ahead of the point, but rushing back to the next defensive point and surrendering the entire battlefield to attackers is a recipe for a defensive loss. Ideally in the decidedly unideal scenario of losing a capture point, you would still have defenses set up near it, would be able to have a squad or two of engineers fallback and set up new defenses while the rest delay the attack, and high quality snipers to shoot the runners.

Allowing shielded spawns to pop up IN ADVANCED POSITIONS broke one of the cleanest dynamics of this whole game.

Yeah…and you used to be able to shoot them once they start spawning in. The idiotic introduction of shielded spawns broke defensive tactics.

No they won’t

You’re just talking about ways to deal with monkeys
When the enemy has 3 to 4 players with full equipment and paratroopers
They will respawn the moment the next stronghold opens
They will then set up a respawn point or massacre defenders within 1 minute
Next, the enemy troops will start to invade crazily from those gaps.
The stronghold will quickly fall because the main force is contained a hundred meters away and no players are willing to build fortifications.
Even if you successfully return to defense, you will still be surrounded by enemies who have established respawn points in multiple directions.

Unfortunately true, greyzone should start moving instantly for defenders once the cap is lost. But greyzone shouldnt disappear instantly for attackers either for next cap.
Just today spent several minutes at old cap destroying enemy tanks to spawn as they conveniently spawned right nexto my campping spot.

Sure, incase of 4 man stack versus random solos.
If the defenders has also 4 man stack the radio / apc is close to next cap by far faster than attackers can get there.

No it shouldn’t.

I’d only support that if the capture points are dynamically picked inside the game rather than known ahead of time.

I don’t play tanks at all(tankers are still level 1) so I have never gotten the hang of figuring out where the tanks enter each of the maps. Closest thing I ever had to that was when I dropped paratroopers behind a camped tank, blew it with AT then recognized that the tank was camping in the main tank route to the battle so I clocked 3 more on the way before running out of ammunition.