Complaint on terminal - Forward spawn.


(SteelMailbox) #1

Terminal has one if not The most hard objective for the attackers. It also is the only map ATM that has a forward spawn. Defenders start with the forward spawn all the time but attackers have the ability to capture it which pushes the defenders to behind the wall and gives them access to a balcony and another building which is usually only accessible by a jump or after the wall is destroyed. The jump is very hard for me and i’m sure a lot of other people too so basically the only way to get there for the attackers is if they blow up the wall but the defenders have a better access there if the attackers capture it giving the defenders the upper hand with the attackers that cant do nothing about it.
Of course the they get boosted by the forward spawn but it ain’t that big and from what I saw it doesn’t actually help a lot. Now of course there is gonna be the guy using the “Don’t do it” argument but it is kinda hard making the team listen, especially in EU servers cause not everyone understand everyone.
I would like to see an overhaul to the forward spawn in that map that doesn’t give access to the defenders to behind the wall.


(Backuplight) #2

The majority of times I see forward spawn get captured, the defense starts camping in that upstairs balcony and doesn’t bother to actually come down to defuse. The attackers capture the long room and it’s gg from there.

Maybe I’m misunderstanding your point? I quite like the forward spawn, I’d love to see more of that sort of thing in maps.


(Faraleth) #3

I can’t say I’ve ever had a problem with the forward-spawn mechanic, and in actual fact I wish more maps utilized it… It’s a nice mechanic.

From what I can gather, you appear to be annoyed by the fact that it is hard for attackers to complete the objectives? This is why there is the forward-spawn capture mechanic.

The attackers must force them back BEHIND the wall and hide in the corridors - then as Backuplight said - it’s gg from there. The position is easy to hold (especially with Rhino’s, Bushwhackers and Aura’s) and doesn’t come across as too annoying to handle.

Terminal is my favourite maps as it has some of the best level design. You should learn the map a little more and read up some tips on it c: It might help!! Good luck ^.^


(Faraleth) #4

I can’t say I’ve ever had a problem with the forward-spawn mechanic, and in actual fact I wish more maps utilized it… It’s a nice mechanic.

From what I can gather, you appear to be annoyed by the fact that it is hard for attackers to complete the objectives? This is why there is the forward-spawn capture mechanic.

The attackers must force them back BEHIND the wall and hide in the corridors - then as Backuplight said - it’s gg from there. The position is easy to hold (especially with Rhino’s, Bushwhackers and Aura’s) and doesn’t come across as too annoying to handle.

Terminal is my favourite maps as it has some of the best level design. You should learn the map a little more and read up some tips on it c: It might help!! Good luck ^.^


(Ghosthree3) #5

Learn the jump, it’s very easy. Also unneeded, it’s very easy, almost guaranteed, to take out the wall if you own the first objective without even getting up on the balcony at all.


(Jostabeere) #6

Nade them.


(KattiValk) #7

Truth be told, the forward spawn is really aggravating to hold as the Defenders get two routes to push from. Thankfully, one can be pinned via MG nest while the other only has one window to exit from. Fewer targets, but sort of necessitates that you have someone on MG nest with the plant for MG nest to really take advantage of the spawn.

I personally think holding against the regular spawn is easier to do as it basically funnels the Defenders through a small killbox that they can’t avoid through any regular means. I think the forward spawn is supposed to benefit both teams, just the Attackers more so as it cuts the reinforcement time by a third with easy access to MG nest and both sniper camp spots.


(Backuplight) #8

It also means that when the wall blows there’s nobody waiting for you on the other side, meaning you can sprint off to plant the final two objectives sometimes unnoticed. Whether your team actually pushes up fast enough to deal with the enemy respawn wave… well, that’s another thing entirely. :dizzy:


(Fleshpound) #9

Defenders usually have both good and bad situation there.

Good,because of good spot to cover the first main part of map and bad for them since MG nest,nader and medium/long range shooters.


(Borganism) #10

I actually find the opposite. If, as a defender, we are getting swamped you can gain ground and push more if you manage to get the forward spawn. There is a benefit to not grab it if you dont have to but it is definitely useful.


(Ghosthree3) #11

There’s no benefit to not taking forward spawn.


(Gi.Am) #12

The forward spawn is great ( I like the mechanic, but I come from a game that was all about capturing points ). Defenders behind the wall is more of a disadvantage imo. Going up all those stairs slows you down and funnels you through spots, that allows for easy pickings from a sniper. Only temporary advantage is that you can, prevent a quick run unto the second objective from the attackers after they breached the wall.

On the other hand and I think that hasn’t been pointed out enough. The advantage for the attackers is pretty substantial since they get moved into a spot where they get easy access to the MG (great, not only to supress the new defenders sniperspot, but also to protect the plant) while retaining roughly the same time if they want to go through the luggage area.
Pretty much shifting control over the whole square into attackers hands.

Thats why you should defend the forward spawn as defenders at all cost and work on getting it back ASAP.


(Lumi) #13

OP You’re wrong! The forward point capture is the most useful thing you can do as an attacker and here’s why:

First, your distance to the objective is greatly reduced and hence your time to objective. This makes replenishment of your team in the battlefield so much faster. Incidentally, the distance to objective of the defensive players is increased quite a bit as they have to go around the door.

Second you get a fast access to the turret, faster and easier than the defence. It’s perfect for defending the objective and moving down anything on those balconies you dread.

Third and finally meeting points get reduced. By that I mean that, before capturing the point you can meet the enemy in so many different locations: the capture point, the turret, the stairs, the generator, the corridor, etc. After capturing the forward spawn the enemy will only come from 2 windows and one balcony. Much easier to focus the teams attention to.

And by the way, every time my team has captured the forward spawn and held it, we have managed to plant the bomb successfully. The defence needs to be extremely organized to hold the door intact in the retreated situation. I managed it once in over 150h of playtime. So I wouldn’t worry about it if I was you. If you disagree and would like me to show you in-game, just pm me and we’ll organize something.