This has always puzzled me. Why do so many servers make it a point not to enter or attack uncaps unless you're spec ops? On any given map where a team has an uncap that team automatically has a HUGE advantage over the defending team without an uncap. The defending team has the potential to lose all their flags so it only seems fair that they should be able to prolong or distract the invasion of their CP's by attacking the uncaps when necessary.
I can understand the validity of this rule as it applies to carriers because it becomes nearly impossible to get off the carrier if your team is unsuccessful at getting or keeping additional flags in the first few minutes of the round but in all other cases there's no reason you shouldn't be able to get out of the uncap. I'd much rather be on a bad team that has an uncap but can't get bases than a bad team that doesn't have an uncap and can't hold onto bases.
To a large extent the root of the problem is that Dice designed several maps that give one team uncaps and not the other. Usually, this can be offset by playing the map for 2 rounds and alternating teams, but it still doesn't adequately address the issue since not all servers play each map for 2 rounds with a team swap between each round. What is the logic behind not allowing attacking of uncaps? I'm not talking about spawn killing, just attacking, destroying, and stealing assets.
It seems that servers are split 50/50 concerning this rule so I tend to play on the servers that don't employ this rule, but as a matter of curiosity I'd like to understand why admins use this rule at all.
I can understand the validity of this rule as it applies to carriers because it becomes nearly impossible to get off the carrier if your team is unsuccessful at getting or keeping additional flags in the first few minutes of the round but in all other cases there's no reason you shouldn't be able to get out of the uncap. I'd much rather be on a bad team that has an uncap but can't get bases than a bad team that doesn't have an uncap and can't hold onto bases.
To a large extent the root of the problem is that Dice designed several maps that give one team uncaps and not the other. Usually, this can be offset by playing the map for 2 rounds and alternating teams, but it still doesn't adequately address the issue since not all servers play each map for 2 rounds with a team swap between each round. What is the logic behind not allowing attacking of uncaps? I'm not talking about spawn killing, just attacking, destroying, and stealing assets.
It seems that servers are split 50/50 concerning this rule so I tend to play on the servers that don't employ this rule, but as a matter of curiosity I'd like to understand why admins use this rule at all.