
If someone makes a very long range shot on me, I usually send my congrats for having the skill to both estimate the range correctly and make that first round hit. If I spawn and see a spawn sniper, I promptly shoot at him.either he kills me or I kill him. I've knocked off a few players from over 2200M, and if the opportunity presents itself, I won't hesitate to take an enemy tank out of the fight. While its extremely frustrating to get sniped right off the bat coming out of spawn from long range, it happens. the sniping into the spawn is a result of that failure not the cause IMHO If the opponent can snipe into your spawn, your team failed earlier in the match. Once again the responsibility lies on the team that was pushed back or outflanked. So again its a case of the team not taking care of housekeeping duties of guarding flanks or denying the enemy the ability to advance. and if you die in your spawn and have spawn points available still then you got out of your spawn earlier but your team (or possibly you) failed to keep a handle on situational awareness. I await the tickets to bleed and concede the loss by not selecting to spawn in again. The point of this is to make it harder to know where exactly the enemy will pop up if you are spawncamping. The spawn zones still allow for the enemy team to cap the point, and they could even go in the zone if they so desire. Below I've attached a picture of an example of what I think this would look like (My paint skills are bad ). Aircraft and especially flanking routes would still be there. The spawn zone would not jeopardize this, although it would make ranging a bit harder for the TD it would still be a decent strategy that would actually take skill in most TDs (Aim, getting into a good position without dying). This is actually probably one of the reasons for the Ferdi's stats (Let's not flood another forum page with a Ferdi discussion) along with the other heavy TDs having at the very least, decent stats.

And addressing the Ferdinand example, I am actually ok with this if the map design does not create a spot where the tank cannot be effectively flanked and destroyed. IMO the only way to fix this is to have a "Spawn zone" of sorts as it would allow players to spawn wherever they wanted along the back of the map and spawn beside or behind spawn campers, easily killing them if they are in the spawn zone. Any no-go zone almost inevitably leads to people treating the exit from the zone as the spawn and camping that. There will still be people who exploit the system. No matter what is done to balance, at the end of the day someone is #1 and the other #2. If a player survives his opponents' tanks and planes to set up in a good over watch position then congratulate him and watch for it better the next time and place the blame where it really deserves to be.the team that failed to notice something large rumbling along for 7 minutes snipe at their spawn. I think the knee jerk reactions to make completely protected spawn areas already have us driving out always uphill as it is with extremely few exceptions. I think the no enter zones around the spawns were already too much and slow done the conclusion of the obvious loss.


I don't expect the game to handhold and really already resent the degree it already does. As such I realize I will always encounter someone that is a better player than me that has better mastery of the game. I am not the #1 player in the game heck I doubt I'm even in the top 100k. I personally have no problem when a player is good enough to take me out with a 1km+ shot. By that time surely the player has developed at least some tactical awareness during his game career. Fulda and Kursk are maps only available to higher br vehicles. I think that if you know its possible you should take precautions against it happening.
