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But having Eagle respawn quick and Raven slow would balance out that Eagle has to move a long distance to cap the next flag while Raven doesn't have to walk far at all to defend it. Kinda like how TF2 maps with attacking/defending teams do things (equally sized teams but attacker respawns faster than defender)
Note that a short capture range also means a short defense range, so you only have to reduce the number of enemies in that range to get the upper hand, then usually hold one "contested spawn" wave.
I usually first weaken an area by destroynig AT turrets, then rush in with an armored vehicle and drop the smoke (APC smoke does wonders). Better to do the rush when you see you've got enough friendlies ready to follow.
Alternatives are providing heavy air support (attack helicopter ftw) - and letting ground troops do the rest, or if you're more into playing infantry, use higher respawn times so you can try and clean up the place slowly.
Then again, if you feel some points are still just too hard because of the bots spawn or other reasons, please tell me and Ill see what I can do about it.
I thought that contested would mean just having any amount of forces on the flag. Makes sense that Eagle can't push because they have to advance to the flag in a coordinated manner while all Raven has to do is respawn. As long as Raven has more than half of manpower presence on the flag to keep it uncontested they will respawn on the flag and are hard to knock off.
This leads to cases where vehicles can end up instantly respawning as soon as you move one away - and even overlapping vehicles in some occurences.
So this results in effectively most respawn timers being instant because the previous vehicle has been there for a while, and I cant really do much about that - I could set vehicle to respawn only once destroyer, but it falls in the other problem : not enough vehicles most of the time. And idle vehicles uses a lot of resources so I cant add more.
You may already know this but RF will spawn bots from either normal spawn points, or "contested" points when the enemy starts capturing a flag. I placed contested points out of sight of the flag, so if your timing is right, as soon as you start capturing, no bots should spawn in your face out of thin air. Note that being in flag range is not sufficient - you must outnumber enemy in that range for it to be considered "contested". Tell me if there are still flags with that problem.
Also, an advice : smoke grenades do wonders for exposed capture points.
Appart from the pass, are there flag ranges that feel too short?
Regarding flag radiuses, I did increase some of them along the way - notably on Licheptore city entrance and exit which were the worst offender.
For The Pass, raising the radius would mean you could capture from the other side of walls, that would be too easy, and this point is intended to be a bit brutal. Air support or heavy transport vehicles can help.
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