Adding a 'forward spawn' (like the one on Terminal) on Bridge's first objective. Thoughts?


(ProfPlump) #1

[Long story short - add a capturable forward spawn for the attackers on the centre of the bridge at the first objective]

The first objective on Bridge is notoriously defender-sided. It’s not unknown for Stopwatch games to go for 15 minutes each way without either team managing to repair the EV (although usually it’s just a matter of whoever gets the first objective earliest wins the entire map, meaning that too much of the map is decided on that one single objective).

MY SUGGESTION is to add a ‘forward spawn’ location for the Attackers, located on the centre of the bridge at the first objective. This forward spawn ‘flag’ would be identical to the one on Terminal and, once captured, would allow the Attackers to spawn halfway between their usual spawn and the ramp spawn (the ramp spawn being the location you spawn at as soon as the EV is repaired), and would push the Defenders’ spawn back from where the barricade generator is and down the road to that passage with the ammo box inside it.

This forward spawn would stop the defending team from using the tried-and-tested strategy of hiding in those green walled barricades around the EV, using the many points of cover to throw back any attackers who came their way. Instead, those defenders would have to choose either to A) split up and have half their team go up to defend the forward spawn on the bridge, or B) give up the forward spawn and keep a more solid defence at the risk of taking slightly longer to return to the EV from their spawn, and allowing the attackers to take LESS time to reach the EV from THEIR spawn.

Also, this change would make fire support abilities from Kira, Skyhammer and Arty much more viability on the map. Currently these abilities are very non-substantial on the first objective (since the areas around the EV are all undercover - the only uncovered area is the EV itself), on the second objective (for attackers, their abilities are useless as to kill the generator you need to deal damage indoors, whether it be for taking down health stations and turrets or simply to damage the generator itself), and the final objective (which is completely indoors until someone manages to escape with a drug sample).


(eggplantSafe) #2

I’d put a fixable thing, like an additional tunnel from the left (if looking from the attacker side) that you could fix/build, and that defenders could destroy. It could lead from that hallway, or near it, to near where the EV is.


(ProfPlump) #3

That would take FAR too much work on the devs part, though. You gotta be realistic here. Adding a flagpole and some spawn changes is much more simple than adding a whole new area of the map.


(TheStrangerous) #4

COntrol points are heavily underused in DB.
And Terminal (my least favorite map) has my favorite type of secondary objective. One of the kind on that map. :frowning:


(GeekyNerd_FTW) #5

I would put it either upstairs or downstairs on the building toward the right. (From the attackers side) anyway, a great idea I would’ve never thought of


(Weekendwarrior) #6

Good idea I always felt that bridge was a bit underused


(Supersneaky) #7

I’d say add the spawn to the ramp (just like when you repair ev you spawn at ramp). Why? Because In terminal it’s the same, the forward spawn is the same spawn after destroying the wall, it’s not too close or too far.

In bridge even against the odds, the attackers can be held in ramp spawn after ev is repaired but it’s not too bad, still able to push.

If the spawn was on bridge it would be way too advantageous for the attackers since they can literally run off edge and repair.

EDIT: may have read this wrong, i thought you meant spawn on bridge. I agree the capture point should be either on bridge or inside the room to the right (attackers view).


(ProfPlump) #8

[quote=“Sneaky;189391”]I’d say add the spawn to the ramp (just like when you repair ev you spawn at ramp). Why? Because In terminal it’s the same, the forward spawn is the same spawn after destroying the wall, it’s not too close or too far.

In bridge even against the odds, the attackers can be held in ramp spawn after ev is repaired but it’s not too bad, still able to push.

If the spawn was on bridge it would be way too advantageous for the attackers since they can literally run off edge and repair.

EDIT: may have read this wrong, i thought you meant spawn on bridge. I agree the capture point should be either on bridge or inside the room to the right (attackers view).[/quote]

No Sneaky you’ve misread my OP - the CAPTURE point is on the bridge (like how the capture point on Terminal is in that courtyard) while the forward spawn itself was suggested to be around halfway between the ramp and the usual spawn.

" This forward spawn ‘flag’ would be identical to the one on Terminal and, once captured, would allow the Attackers to spawn halfway between their usual spawn and the ramp spawn (the ramp spawn being the location you spawn at as soon as the EV is repaired)"


(hoyes) #9

I would suggest adding it to where the ammo dump is on the right side of the right building. It would add more firefights to this location and give the attackers a better chance to push butharder to take back when recaptured. This would add a new dynamic to the map where attackers do not have to solely defend the left corridor building.


(doxjq) #10

100% for this idea, but not necessarily in the spots you suggested. The attackers point seems fine, but I think the defenders point should be under the last bridge that the EV goes under before it is delivered.

Mostly since it is an open area, where as the hallway you suggested is clustered. Could be annoying in ranked where collisions are on if you’re getting stuck between different paced mercs haha.


(JJMAJR) #11

You know the ammo box on the other side of the EV? That’s a better capture point than the bridge.

Also I would like to have the ability to seal up the entrance that most pub players go to.