[QUOTE=Smooth;481785]This is an issue that we need to fix on a case-by-case without forcing defenders to manually change spawns to be able to compete.
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What about Waterloo 1st obj? there is a moment where defs should be able to full back. Because there is a very strong point of defence for them (right at the gates.) Players should decide how to defend a map by themselfs.
Where is everybody?
Good example!
Defenders have a strong defence on 2nd objective when attackers capture forward spawn and a weak defence when attackers dont capture the forward spawn. Here Defenders should have an option to switch their spawn point.
[QUOTE=Shifty.;481793]Good example!
Defenders have a strong defence on 2nd objective when attackers capture forward spawn and a weak defence when attackers dont capture the forward spawn. Here Defenders should have an option to switch their spawn point.[/QUOTE]
I’m putting words in the level designer’s mouths here, but I think that if the defenders could spawn behind the wall (and gain access to the roof tops that side) without the attackers having captured the forward spawn, that defenders would have too much of an advantage on that objective.
Basically I think we’d have to tweak the map to allow for this spawn selection.
[QUOTE=Smooth;481794]I’m putting words in the level designer’s mouths here, but I think that if the defenders could spawn behind the wall (and gain access to the roof tops that side) without the attackers having captured the forward spawn, that defenders would have too much of an advantage on that objective.
Basically I think we’d have to tweak the map to allow for this spawn selection.[/QUOTE]
the design of the advanced spawn point on Waterloo is really not my favorite, I can even say it’s better to not take it !
Because if you take it then the defense have an advantage on you, and if you dont take it you can camp the spawn along the street.
So for me this capturable spawn design is a good example of a broken mechanics, and that the same for the first pump to build …
[QUOTE=Smooth;481794]I’m putting words in the level designer’s mouths here, but I think that if the defenders could spawn behind the wall (and gain access to the roof tops that side) without the attackers having captured the forward spawn, that defenders would have too much of an advantage on that objective.
Basically I think we’d have to tweak the map to allow for this spawn selection.[/QUOTE]
I agree, the spawn after attackers get their forward spawn is really good for Defenders. But why change the Defenders spawn? I always thought that a forward spawn does just influence the attackers and not Defenders. But if you keep the Defenders spawn (the first one even after attackers capped the forward spawn) spawncamping would be too easy because Defenders just have 1 way to get to the objective. For me it looks like that the double spawn change is just a way to cover once more some poorly designed stage.
[QUOTE=BomBaKlaK;481796]the design of the advanced spawn point on Waterloo is really not my favorite, I can even say it’s better to not take it !
Because if you take it then the defense have an advantage on you, and if you dont take it you can camp the spawn along the street.
So for me this capturable spawn design is a good example of a broken mechanics, and that the same for the first pump to build …[/QUOTE]
It’s an interesting one, in-fact because some people prefer to capture, whilst others prefer not to perhaps makes it a good design.
If you plant first, then capture, no chance to defuse usually.
If you capture first, then try to plant, is very hard.
Now there is that special moment possible… Attackers have captured forward spawn, some defenders get ready on balcony; and now the rest of the defense recaptures the forward spawn. You still get a part of the defense on balcony. This situation is not balanced at all.