As a true American I’m offended. We need two dozen machine guns chambered in god’s caliber, .50 BMG
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 see @24811726 liking the OP.
What would your preference be?
Full invul removal, or this range based invul counter?
Trying to get some more input for both sides here. At least we can all agree invul for rally points needs to go at least partially?
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?
I also played HLL away and prefer the spawn “protective shield”.
apparently theres more than one confused reader. any suggestions in making the OP more clear?
I
No clue on this one, chief.
Tho, maybe specify we are not talking about the greyed out zone where players cannot walk into?
yeah 2 minutes might be too much but a few seconds can likely be too short when taking in consideration of how smgs on average takes 3 shots to kill or at least down
If a spawn point is seen, it will most likely be destroyed quickly
Otherwise - your mistake for spawning right in the middle of the enemy. Better could have spawned normally.
I see no reason why we should buff spawn protection on these.
true, and the game already prevents you from spawning at it if there is enemies too close, but still is nice to have
It’s very easy to abuse, see the other post OP linked:
I’ve been complaining about rallies giving spawn protection like this for months. Glad to see someone actually took the time for it and came up with a solution!
can I edit the title to say “popular” uwu
I mean, that’s up to you, but most people will see that it has a bunch of likes and replies on their own.
Good suggestion
I think that rally points shouldn’t give spawn protection at all (my full experience with them is described in the link in OP). That would encourage better hiding of them and eliminate frustrating situations when you gry to destroy the rally point and then full squad with protection comes out and melts you.
Finally a good suggestion by you!
I agree with your idea
yeah, this suggestion could work really well.
so that no one can actually almost instant spawn in the range of 50 meters from both sides.
definitely a plus 1 from me.