You know how when a team gets spawntrapped they switch to a sniper class or there are snipers sniping in the back of their spawn? In battlefield 1 they should make it to where sniper class gets locked once a team gets spawn trapped or all flags get taken. What do you think?
because bipoded lmgs and noob tube spam is going to be any different?
just design better maps and spawn traps wont happen.
I agree, map design is the solution to this problem.
If a team is being spawn trapped they are clearly being outclassed, as a team not individuals. Locking the sniper, scout class would not force them to charge blindly into the trap. Any class is capable of hanging back in the spawn area.
If you really want the trapped team to push out, then you have to pull back and give them room to move.
You can be part of the solution and allow them out, or you can be part of the problem and take part in the spawn killing. Your choice.
Bases should just be further from the boundaries with a very wide area available to enter the map.
There should be plenty of naturally covered routes out of base, including at least one “flank route”
If you look at current design, a lot of maps have bases locked back into these bottlenecks ( the widest part of the map being the center, usually tapering to a point where the base sits) where the team had one option as to what direction to go. The odd part about that is that the land to the left and right is perfectly usable, and blocked off to ground use.
I would much rather being able to capture their deployment and end the game. If a team is getting spawn rekt for hundreds of tickets they shouldn’t be given any freebies. Git gud and try again next round.
This. And it has already been in previous BF games. No need for new ideas, when the older games have already had the solution:
- Better map design
- Capturable bases (once all flags are held)
Spawn traps are actually a great part of what makes FPS games tactical and fun…especially modes like Rush. I can understand why a lot of people hate them…because they ARE annoying, frustrating, etc. but they are an important part of the tactical side of the game. They’re the front line that you can…as a team…move. Spawn trapping is only a result of either 1. not understanding the game at all and holding a front line…or 2. just getting COMPLETELY and utterly outplayed. Which is typically a result of a team imbalance. [happens to all of us.]
A decent solution (although not perfect) to this…rather than actually changing the maps and dynamics like they did in BF4…is to simply implement “ranked servers” where it tries to pair up people of similar rank.
But your idea is not a good solution. Forcing people to not be snipers does nothing except hurt the people that DO actually need to go sniper. There are plenty of times where I’ve joined a game in the middle of a spawntrap, switched to sniper to take out two or three of the players pinning my team down and then push. The problem is people don’t understand that once you kill a few of the guys that are holding the line and pushing your team back…THAT’S when you need to push out of the spawn trap. The only solution when being spawn trapped is to make a coordinated and well timed push, or use spawn beacons to get in behind them and break the line (or both)…and frankly if that doesn’t work, or you’re still getting outplayed and smashed…just take the loss or quit. (preferably just take the loss and learn from it…because no one likes quitters who are unwilling to learn.)
The problem is that people are panzies and like you said…switch to sniper basically as a way of surrendering/forfeiting and then proceed to HIDE in their spawn…which just makes it worse. Everyone complained like CRAZY about spawn killing in BF3 RUSH, but that’s part of what made it so good…same with BC2…because it made it a tug-a-war type game where each team could push each other back into their spawns. But almost every map had a few flanking routes and good ways to break out and turn the tide (if you knew what you were doing).
In BF4 the maps don’t lend to this nearly as well…because they’re too open, sandboxy, and have way to large of a dead zone and “spawn zone.”
OR they could just actually design maps with base structures that arent inherently choke points, which is dumb. how about that?
This works fine ![]()
This. The exit from a base should be wide and have multiple routes separated with a fair distance between the routes to prevent enemy team from loading up the bottleneck. On the other hand if the maps are designed this way and you still get pushed back and refuse to try to flank and make the run for glory. Then you take the spawn camping that you deserve
I think that the base must have some heavy stationary turrets . They will defend and repel enemy forces from the base.
So if a player is in a spawn trapped team and the match is pretty much lost, you propose that they should take away possibly the only form of fun that can be obtained from that situation. Pass