Good God NO! It’s bad enough you can’t shoot while carrying the damn things, being artificially slowed down as well would be terrible.
The one thing I’m really beginning to dislike about DB, in general, is the meat-grinder / lemming rush aspect of the objective carry stage. This is the case on all the maps, not just CW. I’m now finding myself only playing DB for short periods, even if there are populated servers, because it becomes just too frustrating with the spawn - run to meat-grinder on my own - die - spawn - repeat nature of the game.
There are a number of issues here IMO that are affecting this, and they all need to be addressed, there is no one single, simple, solution.
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Defenders spawn too close to the objective, and spawn times are too short. Coupled with lack of wave re-spawn on Obj servers, and you get the “meat-grinder” experience.
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Lack of a decent revive shield and way too fast gib times means you can’t put together Medic rushes to combat this, leading to “lemming rushes”.
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Not being able to shoot while carrying means most of those lemming rushes result in failure, compounding the “lemming” aspect of the rush in the first place.
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Once attack have the objective the route to take them is almost always away from defence, leaving little opportunity to recover them, Camden aside where you’re trying to deliver the objective right in front of defence spawn, which is just as stupid but for the opposite reason (easy to collect, hard to deliver, as opposed to hard to collect, easy to deliver).
The locations of spawns + objective collection and delivery points should be like the 4 corners of a square, with spawns at opposite corners, and the collection and delivery points at the other 2 opposite corners, so travel distance from each spawn to the objective is the same, but the route taken from collection point to delivery point is perpendicular to those spawn locations, so you’re not taking the objective away from or towards the other team. You could also (and probably should) add 2 routes, a shorter but more risky route that takes the objective past the defenders spawn, and a longer safer route that bends more towards attackers spawn (but being longer gives defence more chance to ambush the carrier at the delivery point).
The perfect example of such a map is Village from RTCW (yes that pesky game again, the one that’s already “written the formula” but which SD seem intent on ignoring).