[QUOTE=INF3RN0;527368]I’d like it if ammo bags did more than resupply. You do get 15% c/d reduction on abilities for direct ammo pack hits (maybe make it 20%?), but also if we made the ammo boxes on maps empty until filled by a FOPs or allowed packs to increase your mag size by 5-10 bullets (ofc reducing normal mag sizes by that amount) on top of giving extra clips people would run them more often. Respawning should be meant for regrouping with your team for the most part imo. The punishment for respawning should be losing ground, but because there are no forward spawns or significant side objs on most of the maps, as well as the identical spawn timers you don’t get punished for dying/respawning very often.
An idea I really liked for the game overall was a spawning system that Pixel suggested. Where in the offense have a 15s timer and defense a 25s timer, but the actual timers don’t start until the first death occurs. In this scenario you become more motivated towards pushing the objective after the first kill, knowing that you can punish the defenders the sooner you gib them out. First blood and aggressive follow up would be greatly rewarded within this system, which I am all for. This also means that respawning would mainly be used for regrouping. Personally I think this system is really needed with how the maps play, almost to the point that it might fix the awkward layouts and frustrating defensive bias.[/QUOTE]
Good post, I think the game can definitely benefit from experimenting with less rigid and more contextual spawn waves. Spawntimes based on secondary objectives, how many teammates are dead (the more are dead, the sooner you spawn e.g.), who/when dies, etc. would add some layer of complexity in the game, that is simply not there atm.
As far as suicides, I think they are here to stay, and as W:ET player I’d feel really weird without them. Even though in this game I mostly suicide to change mercs/out of ammo, there is definitely something to be said about a situation where you CAN’T suicide. Would promote little bit more passive play & posturing which is really missing from Obj/SW.
I love how Execution firefights are played, with people popping in/out of cover, regrouping/attacking together etc. ->somehow implemented into the Obj/SW format.