First, let’s clear up a major misrepresentation in your responses: when I talk about fortifying, I’m not saying guerrilla squads magically have engineers who can build structures. Fortifying doesn’t necessarily mean building sandbags or emplacements it can simply mean taking cover behind map structures, using terrain effectively, or otherwise preparing a defensive position. Only engineers can build, so when I refer to engineers fortifying, that’s literal building. When I talk about guerrilla squads “fortifying,” I mean using existing cover, not constructing new defenses.
Now, point by point:
“Okay, so 8 attackers know positioning, timing & momentum and your team stands still on CP?”
Defenders don’t “stand still” — they rotate, react, and try to hold the point. The problem is that the game mechanics allow guerrilla squads to appear at the next CP before defenders can arrive, forcing defenders to split attention and move under unfavorable conditions. This isn’t about idle defenders; it’s about mechanical limitations of map traversal and spawn timing, which no amount of “standing still” counters.
“K, so 8 attackers first deals with 10 defenders, then 2 attackers deals with 10 defenders as gorillas. ???”
This assumes the two guerrilla attackers are irrelevant or outside the fight. In reality, they pre-cap the next objective while the defenders are still engaged. The defenders can’t immediately react because they are physically committed to the current point or en route to the next, so the two attackers can effectively skipping the next defensive engagement entirely, which breaks the intended flow of the mode.
“You could begin to rotate earlier, most likely the 2 possible CP’s that you don’t know but enemies does are at the same direction anyway.”
That’s exactly the problem. Defenders cannot know with certainty which CP will unlock, so they are forced to either:
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Leave the current fight understrength, or
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Risk running into Guerillas in open ground.
Guerrilla squads only need to move seconds before the previous CP flips, which is enough time to pre-position because the next point is highly predictable. This is a tempo and timing exploit, not a skill gap.
“May I ask what exactly stops defenders doing this? Defenders can also use the gorillas…”
Nothing stops defenders from trying, but there are several structural limitations:
Guerrilla squads only need minimal movement to pre-cap because the next CP is predictable; defenders have to leave their current engagement, which reduces manpower and support at the first point.
Only engineers can truly fortify by building, so defenders can’t magically match attack prep everywhere. Other classes can take cover, but they cannot create permanent obstacles, which means the attackers still have an easier path.
The game’s spawn mechanics and travel distances favor attackers pre-positioning more than defenders.
Your argument assumes defenders can do the exact same thing simultaneously without compromising their current positions, that’s just not true and it ignores the design flaw I’m highlighting. Now I’m all for giving attackers more spawns to balance out my suggestions if it’s needed. Tbh this conversation should be settled in a testing ground using the original idea then using slight tweaks from feedback. That would truly be a more reasonable way to pursue a consensus