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Partial Respawn Carryover in Rush Mode to Improve Balance and Reward

Suggested by
on December 30, '25
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Hey everyone, I’d like to share some feedback about the Rush mode balance, specifically regarding how attacker respawns reset after each sector. The current issue Right now, attackers get 110 respawns per sector, and once they capture both objectives, the counter fully resets. This creates a situation where: Defenders can play extremely well, getting 70–80 kills Yet all that effort is completely erased once the sector is captured It makes defending feel less rewarding and sometimes pointless In VR especially, where physical effort and fatigue matter, this can feel frustrating and unfair. Suggested solution: Partial Respawn Carryover Instead of fully resetting the respawn count, allow partial carryover between sectors. Example: Attackers start with 110 respawns Defenders eliminate 80 enemies, leaving 30 When the sector is captured, attackers receive +50 respawns They start the next sector with 80 total, not a full reset to 110 This way: Good defense is still rewarded Attackers still have a fair chance to push Match pacing remains intense and balanced Why this works ✔ Rewards skill and coordination ✔ Prevents “all progress erased” frustration ✔ Keeps pressure high on both teams ✔ Feels more fair and tactical, especially in VR

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