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  • true but when im a defender i usualy think about going to the Mcom and defending rather then being a bitch and not give my oponent a chance , witch is also why i think that the FAMAS should be nufed it is over powerd and over used

  • isn't it funny that cod maps have the size of area 2?

  • @XxwolfyxoXo cod maps are playgrounds

  • @XxwolfyxoXo In other words. "Small"...

  • @Carlit0Tit0 wat r u talkin about

  • @XxwolfyxoXo OMG. COD MAPS ARE LIKE PLAYGROUNDS BECAUSE THEY ARE SMALL. *facepalm*

  • @XxwolfyxoXo You know what never mind.. -.-

  • I spawn trap tanks with jets, and no one has a problem with that

  • but with out spawn killing you litirally have to be right next to the objective on opration metro. IMO its a art of the small maps

  • This is a genius idea. Because the way the game works now... it doesn't. It's all about spawn camping. I just tried to play. I played in about ten games. Every single game had several people spawn camping. I just quit playing the game because they've never fixed this. What's the point of playing a game where all the other team does is try and spawn camp the entire game. It's fucking retarded.

  • Defenders have always been able to push aggressively into the attackers spawn. But once found they don't last long and if too many push up they leave the Mcoms vunerable. Defenders should be able to play aggressively weighing up the risks.

    To me the real issue is being able to respawn inside the attackers new kill zone. So it's the Mobile Spawn points that should be nerfed (at least inside the attackers spawn), not the game play.

  • I 100% agree with you thats why I dont play rush anymore (campers) in my spawn area......

  • If the attackers don't push up, I will.

  • Umm is it me or is the first set of objectives placed wrongly, one of them is not supposed to be where he placed it

  • Im not gunna lie if your the attacker and your getting that harshly fucked by the defenders then you should log off multilayer go to single player and learn how to aim down your sights.

    Making a problem where a problem doesn't really exist unless your whole team is terrible.

    Plus nobody move's up and behind area 1 spawn point they just defend all 3 entrance's in to the underground.

    The enemy then comes to you, easy.

  • It IS dynamic! except it goes backwards... once you take area one, I can walk straight to your original spawn.

  • @xxhydroshockxx in rush how many attacker spawns are in view of the objectives? On operation metro for instance i can think of one maybe, further it would punish the defenders for spawn trapping. Further defenders have unlimited respawns so if one guy camps in his base and gets a couple kills how is the game broken?

  • i disagree

  • I hadn't watched your video, I just came across it when I posted one on my (small) channel talking about the same problem. I hope they improve things for the retail version

  • @SLTpoison I somewhat agree with you. The Spawn trapping really ruins the flow of Rush. But, rather than having that red warning box pop up immediately after the M-coms are destroyed, thus giving the defenders only 10 seconds to get out of there and into the next area, which I think is too little time and the defenders would just turn their backs and run, leaving them open to get shot from behind. I think it would be better to just prevent spawning in said area, thereby keeping the flow of Rush.

  • thats what fucking happened to me. im running in the train station and find I got killed by some dick chilling on a rock.

  • i dont see the problem.. if you are getting spawn trapped, you can spawn on your squad mates, and then the spawn trappers wont spawn trap.

  • @M4TH145spr but why not do this? your explanation just seems like a lazy attempt not to do it.

  • @cosbydude thats because i havent had that problem :P

  • @M4TH145spr The problem is that even if your not personally getting killed your losing tickets quickly due to someone thats shotting your teammates in the back.

  • @11202 i know but... i have only lost that m-com 5 times.. out off all the times i have played it

  • your looking at the alpha map :D

  • @pixelenemy i think this is a great idea. I did notice this alot while playing the beta, It makes perfect sense. Every game that i played where people were actually defending/attacking and not spawn killing was a dam good game.

  • as a defender you can also get spawn trapped.

  • @RyouSirius but rarely and basically useless as defenders have infinite respawns and attackers spawn trapping is boring as the game lasts forever, then everyone will eventually leave or someone gets pissed and plants the charge anyway. Not a big issue

  • LOL! Staying in the purple area after you have lost your first objectives is not kd whoring. It keeps attackers out of the mcoms.

  • @forrest225 So the dynamic frontline moves backwards and forwards at once? If you want to keep the attackers in the mcom then try doing it without shooting them in the back when they spawn.

  • Killbox's would ruin it, but something should be changed.

  • @mrsuckmyballs32 @11202 The reason you can't limit the number of "snipers" is because not everyone with the recon kit is a sniper. That why its the recon kit not the sniper kit.

  • The dynamic kill box doesn’t fully address the problem it just moves the spawn trap area with each M-Com area. It is still possible to rush in and out for quick spawn kills. Make it so that kills in the spawn aren't beneficial for the defenders. Make a spawn kill worth 0 points and attacking team doesn't lose a ticket. As long as the attackers lose tickets and defenders get kills and points they will find a way around any spawn mechanic.

  • @jjhappinstack: A really good idea, i must admit. Another idea would be that spawn kills will actually end up in violators dying.

  • @jjhappinstack So then a sniper can get kills from his base but if you kill him for killing from spawn you gain nothing....game breaker...think before you speak...or type

  • @jjhappinstack like this idea better extending the kill box restricts the map too much making it tiny which is not what battlefield is about but awarding no points whatsoever is also pretty sting its the attackers job to make sure the area is clear of campers and mobile spawns. best thing in my opinion is to cut down points for the campers by half or even down to a quarter, problem may still exist but will be extremely minimal.

  • @jjhappinstack Also, if you're being killed in your spawn. It shouldn't count against your KDR.

  • I hate spawn rapers in any battlefield game. It's cheap and lame.

  • You know what I reckon radio beacons should spawn you above it in the air and have you fall on a static line, *hint* uncontrollable. Otherwise this spawn beacon stuff is just ruining squad cohesion.

  • this also happens a lot because of the cod guys that were play this beta. they dont care about the objectives they play rush like its a team death match.

  • once the game comes out ill never play operation metro again!

  • @posjoey To a real Battlefield player a kill is beneficial no matter what. If you have less forces moving in on your position at once, then you're set.e

  • @ArmyStrongGangflu very true. you want to wipe out the enemy team, but still PTFO! :)

  • @posjoey Well yeh of course

  • @ArmyStrongGangflu Dude, a kill is beneficial no matter what that's undoubtedly the case but I doubt spawn trapping was the way the game is meant to be played. There is little to no skill in shooting a guy in the back as he spawns, I mean you didn't even have to flank.

  • @11202 Thanks for repeating me?

  • @ArmyStrongGangflu If that was a repeat then I think you should go back to school.

  • @11202 Hs, not gonna get into it toay. So, you are right and you're awesome and are all knowing. Have a good one.

  • now that we have mobile spawning this is pretty important. a simple effective improvement they could easily add to the game. great job.

  • LOL learn to kill and stop crying

  • @liamhunter2000 Look up "Objective gameplay"

  • This should definitely be part of the game, very good idea! :) Can't belive Dice haven't thought of that themselfs yet. But another problem with at least this particular map is all the choke points, hope they have some more open rush maps in the final game.

  • Yea I fully agree. Makes the frontline stronger instead of flankers and spawn trappers. Will then make it intense.

  • i'm only 55 seconds in, but im 100% sure you put M-COM A in area 1 way off..it should be just west of the bridge..its in completely the wrong place..

  • @arcy070 I get your point, i've never had trouble being spawn trapped there or in any other location, but i do agree it could be annoying if it happened...think your solutions would work but the kill zone would have to delay about a minute or so or else you'd have people being killed for not being quick enough to move up into the tunnel which would be unfair

  • Bad idea imo, if someone is abueing tanks, uavs or just arent running to the objective games would be too slow.

  • by making a dynamic killbox u would ruin the best defence u can have which is offense.

  • What if you are defending your area and your MCOM's get taken. The area will turn into a no go zone and you will die before you make it into the next area. It makes no sense... Bad idea!

  • @maf2298 thats would not be a problem, just make like bad company 2, clear the area before moving on

  • @maf2298

    Yea i think it should begin until everyone has left the area or something has to be done. Like you have maybe 1 minute if you are already in but then 10 seconds like normal if you have already left or never was there

  • Lol if your team sucks, you're going to get spawn killed.

    If your team is any good, you will have no problems getting through.

  • @RonXDable THIS RIGHT HERE DING DING DING....... Lol, Spawn points are fine.

  • @RonXDable LOL alright mate let me set up a team with supports and recons aiming at your spawn actually i'll also put some mobile spawners and shift them every time I spawn. You'll love it!

  • @11202 I will already be in your base taking M-COMS before you can "set up" your little team of supports and recons.

    I think it's hilarious how people like yourself think spawn killing is soooo hard to avoid. Like I said, if your team is shit, then of course you're going to get overpowered easily and spawn camped. If they are any good, then you don't have to worry.

  • @RonXDable Riiiiiight big talk over the net. Because like you so easily neglect, we can choose who the server decides to put on the team right? Oh and don't talk about changing team because If I bring it up you'll talk about bitching it with a team change and if I don't you'll use it as an excuse. Then again you think it's a legitimate tactic because defence means go and spawn trap? Look you go plant an Mcom against an entire team whilst me and my squad keep your entire team up back. Try again.

  • @11202 It's called learning to squad with friends buddy. I did it all the time in the beta, even with a broken squad system.

    Defense is about depleting the attackers of their tickets. It does not matter how you go about doing that. If the attackers are not good, then your team is going to easily over power them whether you spawn camp them or not. You can sit here and try to argue about whether or not spawn camping is a legitimate tactic. Everyone has their own opinion about the issue.

  • @11202 And I don't have to "talk big over the net". If you're on the PC, add me and play with me when the game comes out then.

  • Let em spawn camp they cant spawn trap forever. someone is gonna get thru plant on the mcon and force them back anyway.

  • So in reality... Even though it's a cheap tactic it's not neccessarily one that will help your team win... When the Mcoms are over run and the defense is short on players because they are off trying to spawn camp it's is next to impossible to protect them. I often ask myself where everyone is sometimes when there is a plant and nobody comes to help... Me I stick close to the objectives and try my best to protect them and disarm them at all times!!

  • I totally agree... I won't go outside into zone one because I think it's cheap... This idea would make it impossible to do anyway... There is already enough to worry about in a zone with back rage but Im not sure it will be as much a problem when playing on a 64 player server because it will be that much harder to get behind the enemy lines. But I find when the team strays to far from the objectives we are protecting we get steam rolled anyway by a focused team.

  • fantastic idea. in any FPS game, spawn trapping is a total dick move. and alot of the time when my team is tryin to spawn trap the attackers break through and then we are outnumbered tryin to defend and we get steamrolled. in this gametype, an extremely large advantage of the defenders is the knowledge of where the attackers are trying to go. this doesnt matter if your dickhead teammates are spawn trapping.

  • I like the idea- but with dedicated servers I feel that the should be an option that you can turn on or off for the server cause I won't lie to you, I do on occasion push into the attackers spawn but also as an attacker when the defenders get more spread out it is easier to push into their new area, cause kill whores are going to kill whore. period. and id rather have it happen at base than get mowed down by the same guy and his 249 everytime i start getting close to the mcom...

  • well i think the attackers should have a t-rex that t-bags the spawn trapers than rapes them in the ass and kills them :D

  • @thespikeymen LOL

  • @thespikeymen lolwhat?

  • personally I dont agree with your solution, like in bad company 2 you should be able to single out every outlier that remains in your spawn after you moove up to the next part of the map. what dice should do is improove the angle of the kill cam ( and make it last a little longer ) and also increase the respawn time, why do that you ask? well so that there is a bigger emphasis on reviving team-mates so the game becomes more team based and more tactical as opposed to just quick respawn cycles

  • Another problem i see it's the Radio Beacon, if you're a defender and your base just got taken you shouldn't be able to put a Beacon on the enemy new base. Any smart player could just hide a mobile spawn point behind the attackers and keep killing them on their base over and over while the radio beacon it's still on.

  • @mosquite1986 the radio beacon isnt really much of a problem because if you are cautious you can shoot enemy beacons and I do believe that after some time they do disapear.

    a solution that could work better for all these problems and will encourage more team work and communication is increasing the respawn timer, that way it fosters teamplay by sticking close and reviving team-mates as well as providing health and ammo packs, thats what this game needs

  • @MrSuckmyballs32 Trust me its a huge problem, although M-Coms are destroyed during stage transition automatically all someone on the defence has to do is wait till the transition is done and the spawns have switched by which the other team has barely moved up and then plant the radio then. Then wait till they filter down the tunnel and then let the unobjective spawn rape begin. It's a huge issue.

  • @11202 what they should do in that case is use a shorter timer for the radio beacons so they dissapear after hummm, 2 minutes (or less?) so that way they dont become an exploit.

    still I do believe they should increase the respawn timer like I said before, because then the game would be so much more enjoyable, or just rename the assault class and call it Medic upfront so people are no longer confused by what their role in the game actually is.

  • @MrSuckmyballs32 No disagreements with your ideas there mate. I rekon they should split the recon back into Spec Ops and Sniper like they used to and limit the sniper numbers. Then again I'm just a Project Reality addict.

  • @11202 Project reality is one hell of a game, I applaud your good taste there, (wish ArmA II wouldnt be so buggy) the problem with the sniper class is that it acts more like a designated marksman than an acual sniper, and I do agree with you on that they should better split up that class and assign an acutal ghillie suit to the sniper role class and bipods, and HUGE recoil if you are not supporting your weapon through the bipod as it would be on real-life and no radio beacons

  • @11202 also you are spot on in your suggestion to limit the sniper/player count per match like they did in Insurgency (great game by the way) that way we wont have another Medal of Honor where its a sniper's playground and its all quick-scopes and k/d's

  • yes i think its a brilliant idea. it should be put forward to DICE for a future idea. nice presentation dude

  • Great idea. Too bad DICE probably won't implement it.

  • it makes sense, because on the walkie talkie you and your mates are told - area secure, which should remove enemies

    

  • i feel this would be awesome if implemented

  • sounds logic

  • PUNISHED!!

  • i tested the beta and i found a bug, if u trow a health pakage at a little wall then the wall explodes, like if u think bf3 is awesome 0.o

  • i feel the real problem is in the players. hopefully those that actually purchase the game and not play the free BETA will not be so obsessed at spawn trapping people. sure you might get alot of kills as a defender and yes you will bring down their tickets but lets be real do you think your the only defender doing it? no. In my experience over half the team is pushing the attackers as far back as possible and leaves 2-3 people to actually defend the point. so what ends up happening is...

  • @VitesseX 1-2 people sneak past all the defenders pushing spawn and get a mobile spawn point near the points or just straight spawn on each other and in result they plant 2 m-comm stations in a matter of seconds and only me back at the actual point trying to hold them down. so my advice to defenders is get the fuck out of the attacker spawn and stay at the objective, you will still get plenty of points as I am 90% of the time within the top 3 in score for my team. end rant

  • I also hate how when im a defender, every team mate moves up and then im one of the only people actually defending the m-com. the one gets armed, i get killed cuz its 4-1 and they get both objectives.

  • is the bf3 beta over right now?

  • @ramG35 yes

  • hmm good point. but wouldnt that leave less players to defend the M-com. and if the attacker put mobile spawns up close to the m-com then it resolves the problem. but then again, i havent ran into this problem during the beta

  • And if the attackers decide to just sit in their spawn? The game never ends.

  • @cxbby Addressing this in my follow up video, stay tuned!

  • @cxbby If they sit in the spawn I suppose thats when recons on the team would actually get to use their "Sniper Rifle". But it's not Project Reality, people get mad and they rush like idiots. It'd be rare to find a team that sits back in a spawn.

  • sorry, but defensive stragglers have always been a part of Rush. its also realistic, they shouldn't just magically disappear/die.

  • at left high corner, you can get there? it's still in the map!

  • @killerboyestudios I don't think that part is accessible. 

  • I disagree. The defenders should be allowed to, it adds a stronger essence of teamwork w/ all the mobile deployment and squad spawn stuff.

  • @UltraDandyAndy Imagine how chaotic it would get with everyone with their junk up in all the bomb sites.

  • I only rush forward as a defender to spawn kill when the attackers are just sitting back like bush wookies. They just drag the game on for too long without a single attempt to push forward evening when there's so many openings in our defenses. But I do like your plan and it should be brought to DICE for implementing in the full retail release.

  • 100% agree!!!!!

  • I like this idea..when your playing against a talented group of defenders usually the only way i found to push them back somewhat is to luckily have someone sneak up to A or B and then half of the defenders fall back some.

  • thx man, great idea, kudos

  • But this is a overwiev of the alpha op metro is it in beta the same ?

  • I think I'll make a follow up video to this since I wasn't entirely clear on all my points. Thanks for all the feedback everyone! 

  • @SLTPoison hey what do you play on ?? Do you play on xbox ? cuase if you do can i add you ahah  i like your ideas and i had thesame idea too !!

  • @SLTPoison The only reason this idea isn't already in effect in BFBC2 and BF3 Beta is simple.

    Imagine you are defending the first mcom, 1 is already down and the 2nd gets armed, you kill all the attackers and go for the disarm but miss it, the spawn points change, if you're idea were in effect then you would now have 10secs to leave this area or be killed, chances are you won't make it and be killed, many players would find this unfair. Players should kill each other not be killed by comp.

  • @PenguinHunter17 Then make it a minute, the solution is in your head. Plus if you miss a defuse I'm sure there a plenty of human players to send you back to your spawn.

  • @SLTPoison Imagine if people rather than going to disarm the mcom start running for the next spawn because they think there isn't enough time to disarm. It's counter intuitive.

  • @PenguinHunter17 Are you talking about the Killbox trapping them? If so, my Follow up video will address this.

  • @SLTPoison Dude that was an awesome presentation >_>

    I honestly hadn't noticed that the killbox doesn't move. You need to take this to the "higher authorities" :D

  • @CouchPotatato Thanks!

  • post this vid. in the battlelog forum. !!!!!!

  • @ilovemusik15 They just closed them since the beta ended... kind of weird in my opinion.

  • This video is so biased -.- Defenders are meant to kill the attackers nuff said.

  • If I'm on defense, I'll guard my crates however I can. If that means that I can leave a mobile spawnpoint behind the attacker base and shoot them in the back before they can even touch the crates, I will. Spawn points aren't hard to find and they explode whenever a base moves up. That means that whenever the attackers advance, I have to get back behind the enemy to replace the spawn point which is near impossible on this map due to chokepoints. Also, mobile kill box= more wookies on offense.

  • GET THIS MAN A GODDAMN MEDAL!

  • @mikeanike790 Lol....I agree

  • @Captain804 GET THIS MAN A GODDAMN RIBBON!

  • Its not our fault people just keep spawning like idiots and STILL RUN OUT IN THE OPEN where they can just flank around and knife you in the back! And its not the defenders fault that the attackers want to camp in the back all day

  • you dont understand rush, attackers job is to not die and arm the mcoms, defenders are to KILL! reduce the tickets. defending is kinda about just kills.

  • @nicktheodorou9 He does understand, it's you that doesn't get that spawn trapping turns the attackers in the defenders as they try to hold the spawn ground. At that point only one guy is left to arm the bomb and it's never sucessful. Just one big TDM fuckfest from there on.

  • Completely agree.

  • Here's the solution, don't play rush.

  • @afufa2 But, I like Rush...

  • that wont work. If i am still alive in their spawn i have full right to kill people. i say NO spawning on team mates, or mobile spawn points in the attacker base, thats really bad

  • You talk about spawn trapping in Rush? Try a game of conquest.

    Onto your idea: maybe the kill box should come up, say, 45 seconds after the second MCOM is destroyed. Sometimes as a defender I find myself having to kill a bunch of attackers just to get back to the next base if I don't die.

  • As the killbox dosent move from the original area 1 spawn.. Does it move to area 2s spawn when area 2s mcoms are destroyed? Just curious..

  • @Brick1411 no there is no killbox past the frst area

  • @Brick1411 Yeah it would progress throughout the levels.

  • my idea for this problem is when you take the 2 M-coms you get a sensor in your base show all enemies because some of them are camping waiting for attackers to move and they go from their back to kill them because of the poor communication sorry for bad english

  • If everyone just used their recon kit at first and placed that radio becon (spawn) further up.

    Who actully cares if a defender is running in my home spawn area if Im closer to the mcom? a defender is not doing much good in my old home base if im not in it :-)

  • Comment removed

  • if you don't play in a team you need a "kill-box" - so PTFO and you will never need it cause the defender will be locked at the M-Coms.

    And clean your area from defenders and mobile-spawn-boxes ...

  • I think its a legimitimate strategy. Attackers should be smarter and destroy those mobile spawn poinrs

  • pointless issue is pointless.

    .

    

  • After taking down the 2 mcoms, the attackers MUST secure the new respawn, if the defenders are spawnkilling is the fault of the attackers. Is as easy as that.

  • i think that the problem is that in the moment that the objectives ore lost, some of the defenders are deep in the new kill box, and 10 seconds is not enough to get out of there

  • I've played hundreds of game in Bad company 1 & 2 and now in BF 3, I've neeeever had a problem with the system that DICE is using. If the attackers suck so bad that the defenders can get past them then they deserved to be base raped.

  • I disagree. Attackers should be making sure that their new spawnpoint is clear of defenders and mobile spawnpoints before moving up. Just because it's "Rush", they don't have to rush to get to the M-COMs, it's about ticket numbers and not a timed level.

  • I'm not entirely for spawn camping but you have to admit the objective of the defender isn't just to protect and defuse mcom stations, but also to deplete the tickets. In a way, spawn camping is beneficial to the objective.

  • Report this to Dice if you feel this is an important issue. Great idea.

  • At first I thought this was going to be a whiny thing but after watching and listening I completely agree with you. That second area has the funnel points the attackers have to break through where the defense can hold them in the spawn they don't need to worry about being shot in the back as well.

  • Anyone notice that MCOM A is in the Wrong Spot in the Park? It should be right next to the Bridge but here on this overview its on the Gazebo right in front of the Defenders spawn. Thought I should point that out..

  • @sndvl1527 Glad a CTRL-Fed to see if anyone had pointed this out.

  • Reading people saying spawn killing as a legitimate defensive team tactick, I disagree my exspenernce is it's not usually a team tactic but people acting alone going for kills and trying to catch people out as they spawn, it's not good team play it sucks!

  • I dont agree, but nice vid

  • @Chowkin9 Thanks for not flaming.

  • 1) Most of the times i played metro, there was no spawn killing on the 2 stage.

    2) If you DO get killed on your spawn as a attacker, turn around, kill the spawn point, get 100 points. Done.

    No need to worry

  • What happens on a non-linear map? Or are all of BF3's maps going to be linear like Operation Metro?

  • @millertime6888 Non-linear maps aren't a problem because of the sheer size which means that spawn camping is really weak and if an entire team were to spawn camp it'd leave another objective wide open. Not to mention people spawn less stupidly in Conquest.

  • dis' i like

  • hopefully in the full release, team deathmatch will keep the k/d whores out of rush and conquest.

  • They should just remove every radio beacon on the map (attacker and defender) at every base change and prevent enemies from putting radio beacons in the spawns.

  • I think it is perfectly balanced as it is, if your team is doing so bad you get spawn killed, it's gg anyway.

  • @nathan9384 I stated it in the comments in detail but basically around 1-2 minutes would be allowed. This would allow defended plenty of time to fall back and also have some last minute firefights.

  • Couldn't agree more man. I love your idea. I've never thought of this idea, but I love it.

  • So essentially I'm okay with idea, and I would just to suggest that the killbox allows defenders to retreat at their own pace, but not allow them to move deeper into the attacker's spawn, as well as not letting defenders who have already been pushed back after losing a base enter the new attacker spawn at all.

    Also, I think the bushes on Metro should be destroyable so the lingering defenders can't lurk and just wait until the attackers try to to relax.

  • @SLTPoison hey poison do you think that the defenders that are left behind when the two sets of bases have been taken by attackers should be able to wander around for that life only or commit suicide? i mean that would be a thing to think about and i wanna know what you think about it.. cus i think that you didnt mention what will happen to defenders if left behind.. and yes the whole point of the defenders should be to retreat when they lose a set of mcoms but some players just dont do it..

  • I completely disagree. The mobile beacon changes everything about Rush and for the better IMHO. The whole purpose of it IS to spawn behind enemy lines!

    Yeah it totally sucks to get spawn trapped but a good team WILL clear out an area before moving on. I like the idea of attackers not only having to push forward but to also watch the six. It makes the game more intense without having to play Hardcore :)