1.) increase the score rewarded for capturing a point in capture & hold.
- This will encourage players to play the objectives instead of treating C&H matches like they are Team Death Match. some players go through a C&H match with 30+ kills and 0 or 1 captures. all they do is spawn camp, or camp bases without any regard to defending or attacking. They just want to be #1 on the score list. currently, you get 100 for neutralizing and 100 for capturing which is worth 2 kills. That should sound appealing enough, but when those players who are only interested in kills start showing up down in the middle of the list instead of the top, they may actually start playing the objectives.
2.) add a bonus for winning!
- why is there no bonus for winning? you get 2 keycodes either way in my experience.
3.) do not count kills to or from players within a radius of their spawn point.
- This will discourage spawn camping and camping at a spawn point. This mostly applies to Freight Yard where a team will advance all the way to the other team's base, capture the nearest point then "spawn camp" which is when you wait for the enemy to spawn and kill them before they leave their starting area. removing the kill counter from that area won't remove that activity in desperate situations, but at least some people will wait for them to leave their base before sniping. Like-wise, some players stay at their spawn point and snipe because they feel that is their only option to fight against spawn campers
4.) Reduce ALL damage (& BMG healing) done to players from players in pvp.
- Currently, weapon selection matters WAY more than skill. I won't name anyone specifically but I know a girl who has never played any other games in her life, but can still 1-shot just as good as a "skilled" player because she has certain weapons. The only presence of "skill" in this game is how well you can avoid being 1-shotted by particular weapons. if all damage is reduced, there will no longer be so many easy 1-shot weapons (a headshot with a sniper rifle should still 1-shot because of the critical multiplier) which will encourage the use of other (preferred) weapons and strategic actions instead of picking whatever weapon can deliver the most damage in it's first shot.