Extend protection time for rebirth and eliminate excess gray areas

Yes, it should.
You really need somekind of harry potter magic fukcery to justify defenders cheesing at attackers spawn.
Defending really is so hard without it.

It doesnt really take rocket scientist to figure out in these maps where the next cap is.
Even if theres probability of 2 different points.

In this exact map they spawned right nexto the 2 story house i was campping. ~50m away from old cap point.

You’re not following me on this. I’m saying there should be ADDITIONAL spawns added behind the two that are already included. The current spawns in the advanced position should be unprotected and the spawns in the rear should be protected. The current grey zone mechanic limits the time that defenders can maintain a forward position already. Capturing the point shouldn’t automatically pacify the zone, especially when so many captures occur simply through having more troops inside a circle laying down to hide even while defenders are actively holding the point.

Let the attackers have their current advantage of an advanced spawn point that drops them right into the thick of battle with the defenders unable to drop into a rally point for (say) 75m. That penalizes the defenders and blunts their ability to counterattack and gives the attackers the immediate ability to drop right in and start a breakout…and these spawn points should NOT be protected spawns other than two things:

  1. Make them decently protected positions.
  2. Make any spawned soldier that dies inside the advanced spawn zone not deduct from the reinforcement count. (Go ahead and make it the entire ring of the old capture point. Count each as a kill for the defender, but not a -1 from reinforcements

Let the action play out and not instantly shoehorn a magic shield from bullets so that attackers don’t feel sad.

After that is done, add 2 new spawns behind the capture point, make these be protected spawns, and make their protection zones fairly large (I would rather troops re-enter the battlefield from far back with quick transport back to the front than to be dropped into the map like an act of God. It’s just plain weird. But instaspawn points are what the game has. Just looking to make them better.

So, after we took cap A we can spawn ~100m ? Away from capped point to avoid being spawn camped by few defenders that just lost the cap point ?
Makes sense, like alot since defending without any tickets in this game is already so hard.

As said, its several minutes that you can hang around at lost cap point as I did earlier today and spawn camped 3 tanks meanwhile doing so.

If theres more attackers at cap point than defenders then your team is just absolute sht and failed at theyr job.
Why in earth they should be rewarded with possibility to spawn camp enemy ?

The defenders already have all the advantages in world they could possibly need
a) No tickets
b) can spawn camp at lost cap point
c) Again no tickets so you can freely do suicide plane attacks or simply just push to attackers greyzone because again your team wont lose sht while doing so
d) Did I already mention absolute lack of tickets ?

The magical spawn point which your delicate disposition is protected from being immediately thrust into the chaos of a “hot LZ” would be farther back, yes. The existing spawn points which are currently shielded would be unshielded but any deaths that occur by attackers within the old capture zone would not deduct any numbers from reinforcements. You have to continue to fight to keep pressure up and defenders can maximize their time to prepare the next capture point if a couple of good squads can hold the line and keep the attackers from breaking out of the cap. Under my way, you have to keep fighting it out to keep advancing. The defenders have to drop back when the grey zone timer kicks in and all you really have to do is knock them out once and you’ve taken it for good. The transition phase is important to the flow of the game. You seem to want to completely eliminate it

u sure

Players willing to defend quickly and hunt the advance guard are few and far between
Can easily invade and massacre unsuspecting defenders in most situations