Trooper909 wrote:Thanks for that
What you are saying is you want more running? I say go play track and field.
if you play like this guy here
https://www.realitymod.com/forum/f112-p ... lenge.html
you dont have to run anywhere,opposite team needs to run cos they keep dying.
with this suggestion there is more ways to win the firefight.
you can win just fighting,everytime you shot the enemy who is coming out from fob,you know that,if i continue fight like this,they gonna lose this area to us.
for me it just sound much better that you can end the troops coming some direction with fighting than go some spawnradius.
if you have 100 enemy soldiers there some mountain,i dont see the point to go close there.
first,weakining their force at longrange and then when thing start to look more good to your side,enter the close range to secure the area and wipe out rest of the enemys.
but if you are losing the battle,try ask more crates/reinforcements to the fob that you can keep continue the fight.
oh,how i would love the longrange firefights then!!!
but now so often i know how those fight gonna end.
after 15 minutes you have to take your squad and start to rush to the spawnradius.
yesterday played jabal.
our fob was on west beach and mec had their own on mountain.
it was fun to fight there at longrange battle.
we even got apc` there to shoot the bad guys off the mountain.
but...they have eternal resources there.
so we got to go close quarter battle knowing the same time that they have unlimited troops there.
if i remember right,we got another fob to the otherside of the dam.
so how those mecs in mountain manage to keep their supplylines on?
but if this is hardcoded or too much need work to add this kind of thing,maybe that radius should be bigger when spawn is denied if enemys close...
but that just not bring those tactical aspects what my suggestion brings.