I placed a rally point where I’m standing in the screenshot. A scant 46 meters from the objective bunker’s entrance. (honestly probably less)
My team was able to run across that span of open ground and get inside the bunker before the spawn invulnerability wears off. This is open to wide exploitation/abuse.
Maybe this is an intended game mechanic but it often boils matches down to who gets a rally down closest/quick enough. I personally don’t like the strategy in my video games to be so reductive.
Anyone who has played HLL with their ninja garrison mechanic knows what I’m talking about.
Solution is pretty simple, add an occlusion zone for rallies within 50m or less from the zone. within a 100m remove spawn protection.
Or some other contrived distance that yall think is a better idea. This is purely as an example.
Consequences for leaving as is can be observed here. Player did not understand why the people he was shooting at were invulnerable.
Love this suggestion. I’ve been thinking about something similar for a bit now but I think this is a perfect idea to prevent abuse of the rally points.
It’s the compromise between establishing a huge buffer between objectives and rallies.
I know some people are gonna want to make really aggressive plays with rally placement so the easiest fix is to at least take away their invulnerability.
I appreciate it. It’s a bit of a trend, I’ve seen it more and more in matches and it’s often pivotal to the match which is unfortunate. You can’t outkill at an objective when a rally is belching temporarily invincible men out less than 50m away.
Once I put that rally down in the OP the match was a guaranteed defeat for the Americans. They simply couldn’t clear us out and hold the bunker long enough to cap. We were already at the door with new squads by the time they finished mopping up the defenders.
I’m hoping by visually showing just how CLOSE you can put a rally that grants invulnerability that people will understand this isn’t great.
At 100m from the objective it’s effectively complete invul removal. I mean even if you place at 101m and get the spawn protection you have a hell of a run to the objective
Off topic: Whenever I play germany on Normady beach I basically make the first obj impregnable with 10 Barbed wire covering the top entrance, Hedgehogs to break up US movement and shots, sandbags and an MG facing the door and top entrance. The only time it’s failed was because I didn’t put a hedgehog in the MG room door which would have blocked the M8 75mm shells
I wasn’t saying the other method was easier. Just that both can be considered if one turns out to be much easier to implement as the other. But I cannot tell which one would be easier as I don’t have access to Dagor.
the distances I gave out obviously aren’t holy commandments and map variations could definitely pose a challenge to a static buffer zone. Implementing a dynamic buffer zone might be too hard.
Obviously a cost benefit analysis would have to be done on how to address this in the most time efficient manner in accordance with project work flow.
Either way it’s definitely something, I believe, should be looked at. It’s easily misused and undermines the sportsmanship. Some of the Americans were doing reallly good but we just spawned too close and with god mode so it didn’t matter.
At least I will say Rally points are OP for defenders on invasion maps. Everything behind the defenders is safe or setup to their benefit. Attackers have to move forward.
i like the idea of it, but the spawn protection should be around 10 meter protection radius due to how close you can place the to a capture zone. and to prevent people of staying in the zone they could make it only last around 2 minutes
Spawn protection = full damage invulnerability. Currently, it only lasts for a few seconds. I think you got some numbers or terms wrong here as I doubt you’d actually be suggesting full damage invulnerability for 2 full minutes.
It could be that he means the greyed out area that will kill hostile soldiers if they walk into it?