Forum Discussion
7 years ago
@GammaX6 I think teleporters were removed because it was too easy for the defending team to stake the area out to prevent the teleporter being built in the first place, destroy it after being built or pick off the team as they come through, but they did provide quicker access to the objective if you could get it built & protected.
I'd guess the idea of respawning further away from the objective is to provide a bigger "safe" space on the approach to the objective but in practice, this isn't always working well particularly on 1st base as the defending team has the same amount of time to cover the distance to the spawn & hold the attacking team there.
Similarly I think the point of the overtime resets is to give the attacking team time to cover the distance from the respawn.
People not reviving is the HUGE problem! Maybe more would do it if you got greater xp for doing so? And maybe make players more aware the revive time is so much quicker if more than one person is doing it??
I'd guess the idea of respawning further away from the objective is to provide a bigger "safe" space on the approach to the objective but in practice, this isn't always working well particularly on 1st base as the defending team has the same amount of time to cover the distance to the spawn & hold the attacking team there.
Similarly I think the point of the overtime resets is to give the attacking team time to cover the distance from the respawn.
People not reviving is the HUGE problem! Maybe more would do it if you got greater xp for doing so? And maybe make players more aware the revive time is so much quicker if more than one person is doing it??
7 years ago
It also comes down to teamplay. More revives at the front and more speed abilities to help the team move faster.
2 or 3 speed pads from the engineer could make all the difference.
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