I don’t think it’s a good idea because it would remove the possibility of a quick surprise attack.
The only advantage of attackers rn for me is that if your team is already conquering the cap and it’s well advanced you can decide to spawn not to cap but to put yourself on a flank at the edge of the area to rush to the next cap as soon as the current one is conquered. This advantage would be eliminated if defenders were given the opportunity to know the next cap in advance.
and this is exactly the reason for this modification. attackers (most often stacks) just use defenders out of positioning cause they are still alive on the way to captured cap to quickly flank empty cap point. this was made even worse with paratroopers.
i would say locked for 30 seconds and shown to defenders after attackers first capture the point. that way defenders have option of falling back to second point or counter attacking first point.
The solution should give defender knowledge of the next cap before the loss of the current one, so they can make the same choose as the attacker do.
Not removing the possibility of a domino blitzkrieg
and this is bad cause some people would just go to second point and fortify it without actually defending first point.
this usually only happens with stacks and coordinated play. they just roflstomp everything in less than 10 minutes. simply shitty game for both teams. i dont have problem nerfing that ability.
If the next cap point appears when the current one is at like 80% of the cap i don’t see nothing wrong in give up and going to renforce the second point plus if you don’t see any teammates on the cap
One smart engineer is enough
Skill issue, and again every change rn don’t make any sense. Where the dev can have their info if in every campaign the presence of human players is unbalanced?
Just wait.