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There's a fundamental flaw with wave respawns: they end up separating a squad way more than they bring it together. What formerly could be a span of a few seconds usually becomes a minimum of 60 between the first player back on their feet and the last. An example: As an SL, my squad got into a bad firefight, and was wiped out. Six gave up immediately because they didn't want to risk missing the spawn wave, completely wasting the possibility of revivals. I died and decided to check the map out for a few seconds, and marked the enemy infantry that was mowing us down. That delay of a handful of seconds before giving up made me miss the spawn wave. The remaining two players had done the right thing and waited for a revive until it was obviously hopeless. They also missed the spawn wave, and then realized they could immediately respawn at the distant fob, instead of waiting 60 more seconds. So six of my squad members landed at the rally, without a leader. They spread out and pursued their own objectives. Two of them dropped almost halfway across the map, leaving the squad without LAT support. But the time I spawn in a whole minute later, squad cohesion had been lost completely. So yes, the wave spawns allow a handful of troops to spawn together. However, that's really only important in a tiny fraction of scenarios. Far more often, it leaves my squad cut in half. Worse, it's unpredictable unless someone keeps a constant eye on the wave timer. I do not have time as an SL to micromanage when my troops hit the respawn button, and I shouldn't be punished with full minute delays and extra ticket losses for failing to do that. Potential fixes: Put the rally timer somewhere prominent in the SL HUD. It's super tacky, but it would eliminate a lot of guesswork. Better yet, allow the SL to block rally respawns until they're ready to deploy the new troops. That would allow the SL to control casualties, and increase cohesion as the squad deploys at a precise moment, after the SL has time to instruct the troops on their next set of maneuvers. Alternately, we could revert to the old rally system. It had its own set of flaws, but it was comparatively simple to deal with. Plus rallies were agile, and were perfect for throwing down for an unexpected flanking maneuver. Players weren't punished for waiting for a new rally to be placed or waiting to be revived. And honestly, the new rallies have left such a bad taste in my mouth I'd be okay with just removing them entirely at this point. They're basically inferior FOBs that are more complicated, and not much would be lost.
CrazyBear posted a topic in Feedback & SuggestionsHello soldiers ! Squad wants to be a « Tactical Military First Person Shooter » where tactics and strategy are the key to victory. However, there is one thing that limits the development and implementation of certain tactics, it’s the HAB. It’s completely absurd and unrealistic to see the infantry appear in unlimited quantities from anywhere (HAB)! Thus, the tactics of encirclement are useless which is contrary to the reality. No advantage is gained by encircling the enemy. MAIN IDEA : So, I thought about limiting the number of spawns on the HAB. The advantage of an FOB / HAB is the fact that any squad can spawn on it. Until today its second advantage, completely abusive, is the unlimited spawns. By limiting the spawns, the HAB doesn’t lose its essential advantage, the spawn of the entire team. The HAB should be like the big brother of the RP and therefore operate in the same way. I'm thinking about "40" spawns, because 40 players in the team (9 for the RP). When the number of spawns is over, the HAB disappears, or becomes damaged until new construction points are received. We could think about adding a 3rd resource but it’s not a good idea. What will be at the back of the logistic vehicle? Imaginary troops? In this case the other vehicles also should be able to supply the HAB in number of spawns. This makes the game too complicated ... the first idea is simple and effective. EXEMPLE : Let's see a good example on Fools Road: Link to the image -> HERE US forces took “Papanov” under control, the best strategy here is to block the arrival of US reinforcements. It was done by blocking "North Village" by the RUS forces. No transport and / or logistic vehicle can pass for going to “Papanov”. But because of the fact that the US reinforcements can appear massively from anywhere, which is absurd, this strategy is useless. CONCLUSION : Thus, limiting the number of spawns on the HAB allows us to put forward the notion of "supply lines", which has an important place in the war. Finally, it allows us to make new tactics instead of being wrecked by encircled enemies because of the building (ex: Yehorivka-Storage-SouthOuest Building) where they are. What do you think, gentlemen?