Doesn't the speed boost make the flashpoint problem worse?

The problem with flashpoint was the potential for a very long walk between points, not the walk from spawn to the point, so I don’t really see how a speed boost out of spawn fixes anything.

Not only that, but there was an existing problem where if one team died at the end of the point they could get to the next point faster than the winning team because dying and getting teleported to the spawn room after 10 seconds is faster than it takes to walk there. Now this already big advantage will be bigger. I guess you can consider it a catch up mechanic, but it really doesn’t feel good when the point is going to be at 30% capture progress before your team can even walk there

My assumption is though that this speed boost will be relatively low impact and it’s only there to placate the people who whine about “walking simulator” even though it’s around the same amount of walking as any other gamemode outside of the potential once per match occasion where it picks a new point that’s far from the current one

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The speed boost is not as bad here than on the upcoming clash maps or the assault maps. There you will get a serious advantage if you can set up shop first.

It’s balanced because the losing team gets a small boost to return to the fight. One tick of damage and it ends anyway. Plus, it’s not always a guarantee the next objective will be near the attacker’s spawn. I’ve played plenty of flashpoints where the losing team spawns 150 meters away from the next objective while the point that was just won is right next to the upcoming point.

The purpose is to smooth out the issues with the massive travel times between points and it gives teams more than once chance to push a point. Current flashpoint is like one team wins two fights and then caps. There isn’t a lot of wiggle room now because the travel time from spawn back to the point takes 30 seconds every time you die. This change gives the losing team more of an opportunity to play the game vs. spending over half the game walking from the spawn to the point.

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It’s a member of the astronomically long list of “See it in motion before judging it” things. I’ll reserve judgement when I get a chance to use it firsthand.

You probably have a point that between map-points, this doesn’t fix extreme walk distances for living players.

That said, it should make it more tractable for teams to recontest an objective after dying on/near it but before it is fully captured.

I think it’s a good thing to have implemented, whether it fixes all of Flashpoint’s issues or not.

If this does work out positively once deployed, it’s conceivable that they could also activate speed boosts near a finished point to help living players go to the next spot in a timely manner.

If this ends up being an issue they could possibly make the point you just won act like spawn and give you the speed boost towards the next point?