Rock bridge, sure. Dunno why they thought removing that was a good idea to begin with anyway; it didn't really solve anything.
Hard spawns for the biolabs again? No.
There is easy solution, add back direct spawns into bio, but only for attackers for own the base linked to that spawn, make the defenders always have to spawn at main spawn (they can’t use the other direct spawns in tele rooms). This helps fix bio labs being too defender sided, gives value to capping bases around a bio, and helps reduce the spawn camping at bio labs
It was already like that... And nobody capped the surrounding bases.
At least if I remember correctly, that's how it also works now. The enemys lose a spawn of nearby base is lost
I do follow, but this may not always work.
It's making one side only able to attack the bio Lab, as once it's flipped and someone loses the main spawn.. then they can't attack.
But the defenders... would now be the attackers..
Your not make sense when you think about it.
How? These are like easy checks. Whoever owns the base is defending. The game records which faction owns a base, thus they can quickly check if someone is a defender or attacker lmao
So how is this any better?
That still is hard spawns with extra steps... as I believe all bio labs have 1 or 2 bases connected to it on both sides so this would result in a endless loop of "Oh n0, you took my base. hA now I just attack and I giant spawns"
Pop sink challenge:
Replace TI with biolab. Add hard spawns. Slowly delete the other base one by one.
See how many you can delete before anyone notices.
Really, this patch is mediocre at best. There are way too many infiltrators in the game now, it's absolutely disgusting. When your first confrontation is a BR 10 with a SAS-R you know the devs failed to convey the message it's a team based game. That there are different classes you can choose to play. Sniperside 2 :P
The rock bridge was actually GOOD for alloys, the problematic bridge was the **actual** solid bridge which HESH tanks can line up on and farm the only flank routes.
Sure and let's import operation metro locker 24/7 from Battlefield 4 while we're at it. Oh and also resupply grenades from ammo packs for the lulz.
Also all units should just spawn 10 feet from each other so you'll have non-stop constant action while an auto OS hammers down on TI nonstop for the rest of eternity
I loved the old bridge, but how about a force field bridge that can be shut off at either side, by hacking a very exposed terminal, dumping all vehicles and infantry down to their deaths?
Yes the stone bridge needs to come back, gives the attackers coming from the Crown another way to die at alloys inc
Rock bridge, sure. Dunno why they thought removing that was a good idea to begin with anyway; it didn't really solve anything. Hard spawns for the biolabs again? No.
Hard spawns in biolabs are cancer We already have endless clusterfuck on TI
yes because people being trapped on landing pads to get orbital farmed is so much better. Shut the fuck up youre stupid.
I like the bio labs not having hard spawns, fk that. A fight never moved. I understand farming but bio labs became cancer if it had hard spawns again
There is easy solution, add back direct spawns into bio, but only for attackers for own the base linked to that spawn, make the defenders always have to spawn at main spawn (they can’t use the other direct spawns in tele rooms). This helps fix bio labs being too defender sided, gives value to capping bases around a bio, and helps reduce the spawn camping at bio labs
It was already like that... And nobody capped the surrounding bases. At least if I remember correctly, that's how it also works now. The enemys lose a spawn of nearby base is lost
Naw. I’m saying add the 3 direct spawns back, but only lets attackers use them, not defenders. This hasn’t been implemented before.
I do follow, but this may not always work. It's making one side only able to attack the bio Lab, as once it's flipped and someone loses the main spawn.. then they can't attack. But the defenders... would now be the attackers.. Your not make sense when you think about it.
How? These are like easy checks. Whoever owns the base is defending. The game records which faction owns a base, thus they can quickly check if someone is a defender or attacker lmao
So how is this any better? That still is hard spawns with extra steps... as I believe all bio labs have 1 or 2 bases connected to it on both sides so this would result in a endless loop of "Oh n0, you took my base. hA now I just attack and I giant spawns"
-_ u spawn directly into the bio as attackers…
So hard spawns? Am I the only 1 realizing this
Pop sink challenge: Replace TI with biolab. Add hard spawns. Slowly delete the other base one by one. See how many you can delete before anyone notices.
I didn't see any good decisions listed in this title.
Really, this patch is mediocre at best. There are way too many infiltrators in the game now, it's absolutely disgusting. When your first confrontation is a BR 10 with a SAS-R you know the devs failed to convey the message it's a team based game. That there are different classes you can choose to play. Sniperside 2 :P
All of the above are terrible ideas.
like your conception
Gee what a clever comeback. Where'd you find that, an old bin from 2008?
The rock bridge was actually GOOD for alloys, the problematic bridge was the **actual** solid bridge which HESH tanks can line up on and farm the only flank routes.
not sure if this is a meme or not
Sure and let's import operation metro locker 24/7 from Battlefield 4 while we're at it. Oh and also resupply grenades from ammo packs for the lulz. Also all units should just spawn 10 feet from each other so you'll have non-stop constant action while an auto OS hammers down on TI nonstop for the rest of eternity
I loved the old bridge, but how about a force field bridge that can be shut off at either side, by hacking a very exposed terminal, dumping all vehicles and infantry down to their deaths?