I played enemy territory for a really long time and there are some things that made it feel a lot more team dependent and I think those should be changed in Dirty Bomb
1. Give defenders a zone to camp/defend in.
Currently offense is the best defense, there is no real zone around the objectives, where defenders can gather and defend. Let’s take the first stage of chapel for example: the EV is really close to the attackers spawn and defenders have no real chance to defend it. The attackers can repair the EV, without controlling the area. It can easily be disabled again without controlling the area.
The EV should be placed in the defenders zone. Maps should be build to first control the area around the objective and then do the objective afterwards. This will make team compositions like 5x skyhammer/arty (to permanently disable the EV) useless. It will also stop the “lemming repair rushes” and the team is not split in those who do the objective and those who do the kills. Since this first change will make the maps more defender biased we need:
2. Multiple/selectable spawnpoints for attackers
This will prevent spawncamping and will allow more tactical decisions for attackers. I saw lots of people complaining about spawnkilling already and it’s no fun for both teams. Different spawnpoints will make this impossible and the “defender zone” will make it impractical. It should also open up more routes to approach the “defender zone” and set up crossfire etc. “Old” spawns should stay available for the option to fall back, when it’s needed.
3. Capturable spawnflags that are usable by both teams.
Good way to realize the “control area first” thing. Enemy territorys Oasis map is a good example for this. You first captured the forward spawn and then you blew up the wall. It added a true feeling of teamplay.
I also don’t like how delivering works in dirty bomb. In chapel and trainyard (for example) you basically have to spawnkill the defenders to deliver the bloody objective. I’d really prefer to steal and secure something there.
4. Remove “Space to deploy”.
Everyone should spawn at the same time, there is no reason to spawn alone. You either wait for a medic to revive you in order to fight with your team, or you wait for the next wave to respawn with your team. You shouldn’t be able to spawn whenever you want while waiting for a medic. (This is really important in my opinion and should be changed independent from the other changes I’d like to see).
All these changes would make public games feel closer to competitive games, which is what dirty bomb should aim for in my opinion. It would also lead to more balanced matches overall i think.
A map creation tool would also save the day, as long as the features above are included.
(Every ET player would love remakes of maps like goldrush, oasis, radar and I think they would fit dirty bomb better than the current ones to be honest)
All in all dirty bomb sometimes feels more like tf2 than like enemy territory and I really don’t like tf2, but I loved ET 
I know I’m asking for a lot but I think this is really needed to make stopwatch/objective mode enjoyable.
How was it in quake wars and brink(didn’t play them unfortunately, was to busy playing ET xD)?
sorry for my english, i tried to keep it short, i hope this is understandable.
How do you feel?/What do you think?


