Counterpoint: no
Care to elaborate as to why?
That is false, you can shoot tanks or aircraft while still being invulnerable. You dont lose protection unless you move certain distance.
This is just fixing consequence, not the reason behind spawnkilling which lies in horrid map design which allows you to do this.
Spanws with hills in front and flat terrain behind. The hill is just at the edge of the red zone so a spawncamper can just hide behind it and be unmarked while the cass can anhiliate you from behind.
Or just a completely open spawn.
It would be nice if spawn protection had a consistent time tho, or at least consistently stopped when you fire rather than guessing weather you/the enemy still has it. Then maybe it wouldn’t seem so much like spawn protection only works for other people
How about actual real life base protections at spawns so you have a chance at defending from spawn camping instead. FOB bases and FOB defenses that activate when a team tries to rush through the red area.
I do not see how having invulnerable tanks running around the spawn point for 1 minute, able to fire and kill their opponents, helps.
This actual topic of spawn camping was and has been discussed at huge length,
I personally suggested Artillery fire if enemies get too close to the spawn AND not all caps/objectives were made.
However, as feared this suggestion and others similar will not happen as the answer is and always will be - Don’t let the enemy flank, even with ruined Map adjustments, this will always happen.
Understandable it’s not a bad idea, there will always be people that will say that, it takes change to keep a game like this good so people should expand their ideas instead of shooting them down. We also have seen an AI defenses in world war mode (even though it was a suboptimal defense) and it was a tidbit of what you could accomplish, I think artillery would be a good fit, not deadly accurate but enough to make you think twice kind of like airfields. If we had static buildings that block the egress points, maybe some built up emplacements like on the carpathians map. So if you add on camo nets over those placements in spawn only and an enemy tries to enter the spawn a well protected tank could hold defense.
absolutely not, the fact you would even suggest something like this should get you banned from making forum posts.
teams with immortal tanks running into each other lmfao
Id much rather gaijin put more than 3 seconds of effort into map design so spawn camps dont happen
Nope, would be insanely overpowered for fast light tanks that could get to the battlefield within the minute.
No. imo spawn protection needs to end the moment you start moving and the moment you fire.
The number of times ive seen someone both moving and firing and they are still 100% immune to damage is just stupid
If it can prevent BMPTs from rushing my spawn, I say yes.
Right. Infinite spawn protection.
You don’t win sitting in spawn so there’s no reason not to be invulnerable as long as you haven’t moved to the battlefield.
Crackpipe idea
not a bad idea, but i think it could be expanded a little
Probably adding in the air RB feature of if your team stays too long in the spawn, it ends the game with the enemy team winning. (keeps people from staying in spawn the entire game if they want to win)
And as said earlier, Having artillery rain down outside the spawn onto spawncampers.
(granted if theres more then 4 players in that spawn area and all caps are secure, it ends the artillery sense at that point, your teams lost the battle)
What’d really fix this is reworking maps and adding some type of spawn defense to keep players at bay. Thinking AA guns like m163’s for planes that strafe the spawn (Actively shooting/bombing it) and 75mm AT emplacments for tanks.(At least for a little while)
So it lasts full duration if you shoot but do not move?
I’d give it 15 seconds tops