Remove spawn protection from buildable spawn. its a risk you are willing to take.
DO not allow spawn points to be built on second floors.
Spawn points should have a certain amount of tickets they can spawn before you have to make a new one.
AND demolition charge should remove all barbedwire in its detonation area
I’m fine with spawn protection being removed. But the devs need to implement a risk meter for Rally Point spawns, from safe to severe risk of being killed upon using the spawn. It should scale depending on how many bullets and explosions are landing close to the Rally Point.
Remove spawn protection from buildable spawn.
I partially agree with this, yet not completelly.
Last thing I want is a tank sitting next to a rally point spawnkilling people.
If that was the case then allow the engineer to remove the rally point remotely.
DO not allow spawn points to be built on second floors.
Why not? One grenade and it’s dealt with, one tank going kaboom and everything is gone…literally every one person with a cooked grenade or a tank can demolish a second floor easily, taking the rally point with them.
Spawn points should have a certain amount of tickets they can spawn before you have to make a new one.
I don’t know where I stand with this one, if this is the case then will the spawn delay be changed? How many squads do you think is a reasonable amount to spawn somewhere?
Making it so that the rally points can only spawn a certain amount of squads is not a good idea imo, it is much like a tank, something to deal with or lose.
The entire purpose of the rally point is to add a new line of attack, if the defending team is not able to supress it then it’s on them.
I guess to an extent I can see a limit being placed (mainly because I find it annoying that you have to go back to it in order to remove it, just so that you can built it again. I would much rather have the ability to make another one and have the previous one be removed (still a limit of 1 per round unless you pick it up, but with a new objective, new squad?
Maybe you should make it so that the engineer squad needs to be alive and within X distance to maintain it, after they die it starts counting down. Meaning they need to keep the area fortified and maintain it as well as get some assistance from the team in order to benefit from it.
Just throing ideas around.
AND demolition charge should remove all barbedwire in its detonation area
I can agree to an extent, truth is that unless they are directly hit by the exposion, I don’t see why they’d be removed, however, the area of effect should definitely remove it (in fact, you should be able to remove it too).