Originally Posted by Figment
Because who ever is in there is already outnumbered. It's their last stand in their base. They have nowhere left to hide and once down, it's over. There is no need to expedite the flushing out process.
At most the painfield should weaken a little bit.
More importantly, you don't want enemies to hang around inside the tube area and camp there if the defenders want to try to get the SCU back up.
Look at PS1, the only way to drop the basic painfield is to blow the gen. Before, there wasn't a painfield, you had enemies in MAX suits sitting there constantly preventing repairs to the tubes, which made it much harder for small groups to not only get the tubes back up, but to keep them clear from spawncamping. A lot more spawncamping occured back then.
In fact, I personally wouldn't mind the spawntubes becoming destructible again and the SCU just being the equivalent to "hacking the spawnroom doors open".
A painfield would ensure the tubes are blown and people don't hang around and camp, but also allows room for a spec ops team to try and retake it.
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My only concern is that with a pain fiueld still in place a cunning defender could hide in a corner out of sight and we are back to spawn camping again. Better to drop the shields and the pain field, rush the spawn and get it over with; preventing the whole miserable business of spawn camping.
And I don't see that letting the attackers in would have any impact upon repairing the SCU, which is of course outside the spawn. Edit - and the shields & pain field would be restored if the defenders did manage to fix the SCU; any attackers camping in the spawn would be trapped in the painfield; a fitting end for them.
One further thing that I would suggest is that enemy mines, C4 etc inside the spawn room be disabled when the SCU is up and running. A lot of cheap kills being obtained at the moment this way when a base flips; pretty lame to lay mines in the spawn, and achieves nothing as they respawn there anyway. Something that I refrain from, I might add.