While I generally agree and I would love for a rework to the mechanic, it's simply too vital for the current state of the game. Technically, redeploy could be removed with transports being used to move between points, but there are two issues with that: It's pretty easy to take out all the vehicles, which means that vehicle control becomes even more powerful that it is now. And with all transports down, there is no real way to move around larger maps. There will be a LOT of whining from players that rely on this mechanic all too much, and it will make PuG vs Stack issue more severe. However, to people that say "But defenders won't be able to hold without redeploy"(@LordSloth) , I'd like to remind that for a long while attackers got all the time by default. Bonus time for points was added later. And it was still very much possible to defend. One thing you seem to think is that holding all three points until the timer runs out should be a normal occurrence, but it's not. Ideally, you should only keep all your points if your team is really on point, or if there is a large difference in coordination and skill between the two teams. So losing 1 or 2, or even 3 points should be expected and generally happen often. I do agree that currently just removing redeploy won't work, but it can work if properly implemented.
A lot of things in this game exist to give the impression of more enemies. The game can't support 50 enemies on any map so it needs to simulate this in various ways. The WAAAGH! mechanic, the fact that you don't get to see the names of who your enemies in the field, spawning from vehicles and the redeploy mechanic. I actually like the redploy mechanic. Example - My little 5 man team have made it all the way to, let's say C point on Medusa by being sneaky and it's mainly empty because there's been a lot of fighting on A, we kill a couple of dudes, cos we out number them and then we cap. And then just sit there because no one can get to C point in time to contest it. That would be kinda dull. I don't know about you but I actually want to fight people when I'm trying to take a point. As for fighting off the point - Yes, I agree but that's mainly down to the people playing. Ronan is a good example of this. For me Ronan is all about the overlook at B that looks down on A point. If I'm attacking I want to own that way before A is taken because it's the high ground for A and it bleeds lives from A and B. If I'm defending I want to own it to stop the foe raining death into A. There's lots of other points like this on other maps too. Most people don't know about them or don't feel "safe" fighting there. But that's more to do with the map design and not really redeploying. Side missions and Secondary Points of Interest might help but that would just pull players away from main points with the current map populations, so they'd need to redeploy to defend the actual points anyway. TL/DR - The only way to do away with the Redeploy Mechanic is to increase player population on the maps.
Just block the ability to spawn at contested point after using redeploy feature, problem solved. There about half time tops to run from A to C on medusa. More than enough
This can also work. That way, you can still redeploy if you know that the point is going to be attacked, but attackers can prevent that by starting the cap before you can deploy.
Its a flawed mechanic that encourages you to kill yourself so you can respawn on the other side of the map so much faster than you can travel on foot No game should ever reward killing yourself so have an option for the stuck people so they can get unstuck and teleported back to the starting area
Haven't played a lot of shooters? Offing yourself to respawn with your team is very common in wave respawn games.
The primary issue with redeploy is the suicide being broadcast and the animation+sound. New players generally don't know about how to use it and/or think it's bad. Bad in the context that newbies are worried about a lot of different things and trying to assess if they are good or bad for both fun and team objectives.
non-40k shooters, no they don't interest me and as every astartes is meant to be a valuable resource in short supply the entire mechanic makes no sense
But it's used to play "whack a mole" and a terrible mechanic that allows entire team to teleport across a map in 5 to 15 seconds in order to uncontest and objective. Simple fix in the interim. Add a 45 second timer to any redeploy. How many times do you actually have to do the whole /stuck thing in your daily gaming experience? If you're truly stuck and that's happening once a day or once a week, BFD. Of course there's the possibility of exploiting via suicide and team killing. Well not possibility, it WILL happen. TKers though will be kicked after the 2nd or 3rd time they wipe out half of their warparty via AOE to allow them to redeploy. For suicide just make any suicide a 30 second respawn regardless. If you suicide more than once in a 5 minute period your next redeploy is 45 seconds. Third is 60 seconds. These aren't a cure all but it's better than doing nothing until we get the root of the problem fixed and other methods of getting around the game world. Eventually we should be seeing a squad teleport, respawn beacons(destructible by the enemy), bikes, landspeeder, AI flown aircraft that can be called in by squad leader to pick us up at one friendly objective(or the DZ) and drop us off at another objective.