casabolg said:
1. They removed spawn invincibility because that was the only way to deal with the way people were playing games. It did not fix the issue but they were hoping it would lessen it.
But it did work, people can't simply throw a spawn expecting to overwhelm the other team on spawn invincibility, you have to make a concerted push, the more co-ordinated team wins, tacticians have to get their spawn timing right, fuck up the spawn grenade timing and the whole thing is fucked.
2. Radec is FAR worse. I used Pyrrhus as an example because it's the majority favorite from KZ2. In Radec on, say, ISA defending their objective is held between one set of stairs. With 32 players and all the shit going on right there already you have a constant amount of enemies that could spawn up at the main base and be shooting at me within 5 seconds. If strategy and wits aren't what the game is about and teamwork is then dammit their brute forcing out from out the spawn en masse with LMG, assault rifles, and grenades really was some considerable teamwork, eh?
You're defending an objective with two defendable chokepoints, accessible by a straight balcony that can be defended, and the room next door with two more chokepoints, both are, once again, defendable, you can't simply spawn on mass (unless your team's timing is perfect) with the lack of invincibility, it's not about just throwing a spawn there and overwhelming everyone, not to mention if you're smart you would already have your own spawn set up so that your flow of players would be way stronger and more consistent, your team would have been set up much earlier, if your team is good you wouldn't be at a disadvantage in terms of weapon composition, not to mention keeping a spawn up in the midst of the chaos takes coordination from two tacticians.
I've had some clan guys at the forums tell me that Radec Academy is a bad example to use for a 32 player game because it is not made for 32 players. They told me to use Pyrrhus or Salamun as a better example.
Salamun is a great 32 player map but Radec works for 32 players, you just die alot more and the team that gives up always loses.
3. There is NO strategy to holding a line. All holding a line is is getting people in the front of the battle and keeping them alive (taking cover and medics). There is strategy in flanking, there is strategy in causing distractions and in suppressing fire. THIS is just enjoying brute forcing your way to victory.
And there were so few examples of that going well and them actually losing the area. They can either put down another 10 feet away or if you attack them head on they can just put a spawn there and if you don't have a shotgun, an LMG, or a spawn point close by you and your squad is fucked if more than 1 squad is spawning in there in their own intervals.
I disagree, the most important thing IS holding the line, it takes coordination and your team must have their shit together to hold the line, if you're good you wouldn't be flanked in the first place, the good thing about Radec is exactly that, it's not a map where you spawn and you can be flanked from ten different directions every which way, you know where exactly to go, where you're most likely to be flanked, and you have an objective that you know you have to work your ass off to win, your team wins only because they can work together and they can endure a test of will and keep their shit together, most teams just cry clusterfuck and give up, and hope to win the next objective, a good team endures, because it can.