Jihadi Josh
Scarcely Lethal Noob
When a point is captured, it causes red to have 20-second respawns for a period of time (I think a minute).
If blue has momentum and gets some kills, it creates a problem where most of red is waiting to respawn, while the remaining reds die because they're outnumbered. Blue will often roll the cart all the way to the end, while each player on red can't do anything but wait 20 seconds to respawn, only to die to 4 guys attacking him right outta spawn.
I think this mechanic was meant to help break holds after a point was capped, but I don't think it fulfills this role very well. If blue has momentum, it ridiculously propagates it, and if red has a strong hold, the respawn time will do very little since hardly any reds will die in the first place.
I think there are 2 potential fixes. Either reduce the respawn time from 20 seconds to something like 12 or 15 seconds, or reduce the period of time that players receive the longer respawn to 30 seconds (so that each player could only receive one long respawn per cap).
If blue has momentum and gets some kills, it creates a problem where most of red is waiting to respawn, while the remaining reds die because they're outnumbered. Blue will often roll the cart all the way to the end, while each player on red can't do anything but wait 20 seconds to respawn, only to die to 4 guys attacking him right outta spawn.
I think this mechanic was meant to help break holds after a point was capped, but I don't think it fulfills this role very well. If blue has momentum, it ridiculously propagates it, and if red has a strong hold, the respawn time will do very little since hardly any reds will die in the first place.
I think there are 2 potential fixes. Either reduce the respawn time from 20 seconds to something like 12 or 15 seconds, or reduce the period of time that players receive the longer respawn to 30 seconds (so that each player could only receive one long respawn per cap).