Easily solved by keeping the overrun function. This still gives the team time to react and divert resources to go and defend the FOB but pretty much eliminates spawn camping.Murphy wrote:Here's an example of when this mechanic would backfire huge; Last night, seeding on Mestia, I was pretty much the only one on the offensive. I had located the enemy fob and sat there watching as a dozen or so players respawned about 30 meters away from me. After I felt the spawning/fighting had died down enough I started to make my move. Needless to say more people spawned while I was advancing, and thus had lost visual on the FOB itself. When I got there I basically caught all three of them with their heads in the moon, one seemed AFK the other two were sorting kits. Ya I spawn camped them, ya it felt uncool to be doing this to oblivious opponents, and hell yes this is a dirty tactic.
So why encourage it to the maximum extent by basically forcing someone to spawn camp if they want to slow enemy reinforcements down? I could have taken the CE kit they requested and had a real fun time, especially if the fob will keep bringing my helpless victims.
Sorry this idea will make for worse, more unrealistic game-play then we have now, particularly encouraging spawn campers which are not a real problem.
Best idea I've read so far is Rhino's squadleader proposition. It should be done via the T -menu (so people who aren't actually SLs can't simply pick up an SL kit) in the radio with a requirement of min. 2 people within 50m.




