Please us Polls if possible*
In Top Tier Ground Realistic Battles Only (BR 12.7 only), I have noticed most matches will probably end “early” due to experience of players and frustration of teams regardless of nations. Some possible issues is that map sizes being too small with mobility improvements of tanks, CAS spawn with no tanks on the ground, and spawn protection matches dragging on matches that are already won for the opposing team later in the game (possibly even early). First, map sizes at top tier are not “big” enough for the mobility of most tanks which is fine but if an enraged player can spawn tanks and rush within less than 15 secs across the map and die that’s a problem for the team vs the individual who is not thinking about winning (point of any game) and letting them cool down after a death. Second, CAS at top tier have the power to take out neglectful SPAA teams with an excellent bomb run or AGMs etc. The problem is after punishing the team with a good wipeout (maybe 5-6 players in one run, wishful thinking here) solo players will tend to spawn multiple SPAAs resulting from one excellent CAS player turning the majority of the team into SPAA’s and usually ending an a lose. Lastly, spawn protection early game is good at removing tanks who rush and camp but late game when 2-3 players are left against an entire team it leaves farming on the boards for players who don’t deserve it from a team wipe and causes prolonged game time (every min counts).
The Solutions
SPAWN Delay
At Top Tier or even less, individuals should have a delay between spawning vehicles after death. The time is open to discussion, I would suggest 10 secs at first death and increase only if individual dies immediately within 15 secs of their next spawn. This prevents individuals in rage spawning immediately and rushing to their death without having tactical thinking with the team in mind. I have seen multiple chained deaths from players rushing one enemy troop at a part of the map, rushing to spawn against a good CAS player and rushing in general to their death because there are no consequences.
I have also observed a win or lose can be determined by CAS players skill (regardless by nation). I am not against CAS but when 4-5 people die from a single bombing run they will spawn 4-5 SPAA’s removing critical tanks from the game over one excellent CAS attack. The punishment of no SPAA early game can be shown here but double punishment to the team who are ruled by solos is unfair for a game that allows Squads and Solo queues to go up against each other. The delay would allow players to determine if they should spawn a SPAA against CAS or take a minute and spawn a tank based on how many spawn SPAA regardless if they are aware of whose spawning what. Most players play solo, this could reinforce some team thinking amongst randoms on who will spawn SPAA without a second to think or message the team.
Spawn Protection
I am all for people having protection against spawn campers but individuals should know when they’re defeated and shorten game matches for everyone else. In the beginning of the match, spawn protections should be in place as normal. As the game progresses to the end based on a certain number of kills to death especially when protecting A and B matches (total being 60 kills). If your team is way below a certain threshold and team is camping spawn after a steam role spawn protection should be shortened or even removed. This will allow players who harvest kills late game from individuals based on their skills regardless of their spawn being camped late game. It also shrinks game time for an already defeated team to take time and start over instead of dragging everyone into either a CAS attack or tanks camping right outside range which would make little difference. I have seen matches where there are no tanks left and only CAS on the opposing team when the game mode is supposed to be GRB resulting in a longer game.
- No, Spawn mechanics are fine
- Yes, but should only apply to BR’s with strong mobility across nations.
- Yes, Spawn Mechanics need a full rework regardless of BR.
- Yes, but solutions should be different.