Shared limit of engineer structures within a team

Engineers and rally points are very influential and I think it is good as it adds some depth and tactics to the game instead of just running&gunning. But especially in Tunisia where it takes time before you unlock one it often has high impact on the match, if you have capable engineers and how many. It is totally different game if you have no rally or you are the only one who (can build)/builds them while enemy team has 2-3 rallies to choose from.
To balance this out it would be good to have shared limit on things like rally points per team. There would be fixed limit per team (sum of players) so once you build your rally you could than use your shared team limit from people who has no engineer in squads.

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Doesn’t sound like a good balance mechanics, especially if other engineers have no clue at what they are doing. Moving engineers early into campaign, just as in every other campaign, is much simpler solution.

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But still I often build rally alone. It would be great if I could at least place the same amount as enemies have. If you have only one rally and it gets destroyed you have hard time rebuilding it again. If you have 2-3 it is not that big deal. Also you can spread them. With one, everyone spawns there so it is very easy to detect, flank and destroy also enemies can prepare better as they know the direction from where you go and you cannot build another backup rally or high risk high reward flanking one on obscure places because if whole team depends on your single rally it needs be working at all costs.

People will just break your rally and other defenses to build their own. They already do that without imposed limitations, just to get some engineer points.

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I dont think the rally limit is needed. They are normally rare (1-2) and there are typically only a few advantageous positions. This also only gives points to the few engineers who build it possibly discouraging others who brought engineers or could even cause players to grief others by destroying rallies to put theirs in its place though I do wish I could build multiple rallies since normally no one else does

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Today i also played Tunisia and completely no one built rally points except me. With this, i’d like to add that on Tunisia specialized engineer squads should be allowed to build two rally points instead of one and also distance between objectives are much bigger in Tunisia so it could be a good thing.

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So the only point of this limit would be to allow single engineer to build more rally points for their team if he was the only one doing it. That i’m agreeing with, global build limit not so much.
Seeing recent rally changes i hope they are working on some good solutions, not just slapping +20m radius and calling it a day.

There are few problems with them right now, unless they add new ones i think they should try to fix some:

  1. Unevem matchmaking makes uneven engi distribution pain, most of the time people making them would be better suited defending points, but have to take one for the team just to have a chance at winning. In the event we had lots of people spamming rally points, to the point it got riddiculous, yet we had more “flanking” rally that devs wanted and intended it to be. So people know how to, they just don’t feel rewarded enaugh
  2. Default spawn positions. If they expect people using rally points for something other than shortening distance to points, default spawns need adjusting, or rework. They can be anywhere from 70, to 220 m away from objective, provide single, or two lines of attack that make for easy bombing targets, and the transition period between lost points is just weird (it’s better to wait in menu for spawn change) and makes spawn camping too easy for leftover defenders.
  3. 1v3 engineers match. Of course three guys have flanking advantage and so on.
    But another big factor in engi numbers mattering to much is rally point “cooldown” or this stupid timer. It’s obviously there to “balance” things out, make swarms of enemy squads more spaced out. But it has equally obvious workaroud, in that second player can construct second rally right next to first, making “cooldown” non-existent. They both have separate ones, and it’s possible, but You are less likely to become soft-cuck-locked in menu, trying to spawn on Your rally, only to get that 1s reamaining turn in to 5, over and over again.
    Meanwhile on the other side, the swarm of enemy squads continues without much problem.
    I though deleting timer would be goood, but it could have problems too, so i suggest transition period. So slow spawns at first, few squads timed out, then just let flood gates open.
  4. Rally meta-game. Find beep, kill beep, defend your own beep.
    More people notiving rally impact on games, more of then more inclined to seek and destroy them even if it gives 0xp.
    For now once you locate one, best oprions are staying close and preventing next spawns, yeeting mine next to rally and retreating to watch the fireworks. Or just call in artillery.
    So best spots to have them is on second floor of some roofed building. This makes them more predictible in location, harder to take down.
    More tools to take action against rally points could be good, they just have to keep in mind how much they affect overall game flow.

Maybe if we don’t reward people for making rallys, we could teach bots to do it for us, they usually are in same spots anyway, and simple order is less intrusive then hammering animation for 10 seconds.

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No. Don’t punish smart players because the opposite team is too dumb to build rps…

Isn’t that what happened with rallypoints a week ago? with the rework then postponed

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No, they made them totally useless, at least on maps where I played.

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on all maps

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While I can understand the frustration, I have to say that it is not the best idea in my opinion.

If I play an engineer I want to build stuff. Please no limit just because others were faster.
You have no engineer yet? Well I think that is part of the concept of the game. They want that you grind it.

Of course I agree that engineers should be accessable fast in any campaign. And to be honest THAT would be the suggestion I support.

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