[QUOTE=Linsolv;281116]I’m sorry. I haven’t been altogether fair towards you.
There is a certain amount of work that I expect every user to put into being hilariously selfish. We all are, it’s no criticism. When you say you can’t be arsed, I guess you assume that it’s obvious to all but the most silly people.
That might be true. But do it anyways, please, because if you can’t even be arsed to make a basic argument, then don’t post at all. You’re making a request without any reason, and that’s just silly. Even senators have to explain themselves.[/QUOTE]
It’s a very important element of SD’s previous games. Besides the obvious points of playing more aggressivly towards the end of your timer, used in conjunction with /kill right before the timer expires lets the entire team spawn together for a coordinated push or defense of the objective.
As an example, you are defending an objective and the opposing team gets a plant on it. Your soawn point is back (realative to you) at the next objective. The bomb is going to go off in 10 seconds, Spawn timer says you have 5 seconds to re-spawn. Everyone realizes that getting the disarm is virtually impossible, so they /kill so they can immediatly respawn at the next objective to defend it. If they didn’t, they would be out of place, most likely having to re-spawn further back and run up to the objective tio defend it instead of being able to re-spawn right at the objective.
That’s just one example. Another is if a team mate has just captured a foreward spawn, and timer is counting towards zero, you /kill so you can spawn up at the newly capped forward and immediatly either start defending it or pushing forward from there.
So yeah, it’s pretty dang important assuming the objectives and spawn points are similar to SD’s last two games.
Maybe (hopefully) it’s a client side option, off by default?