2011-10-29 19:37 , edited 2011-10-29 19:38 by PapaCharlieNiner
I don't understand the "rules" behind how long the Radio Beacon (mobile spawnpoint) lasts. Sometimes it blows up the very first time I use it. Sometimes it lasts forever, at least 10 consecutive spawns off of it. What I'm seeing is very different from the Beta, where they basically lasted until destroyed.
I'm not talking about the enemy blowing them up -- these are well hidden. When they explode, there is no enemy around.
Does it have to do with whether or not I'm a squad leader when I spawn on it?
Does it have to do with whether or not I spawn on a beacon I set myself?
It has to do with you spawning with a certain class. If you plant the radio beacon, and upon respawn, you spawn as a recon, it will blow up and you will have to replant it again (along with tugs). Upon respawn, if you spawn with any other class, the radio beacon will still be there and you will not be required to replant.
Also if you spawn as recon and switch to spawn beacon immediately, you will lose it for that life as you start with 0 until the one planted blows, then it gives 1 back. So don't switch to the beacon immediately on spawn.
you must be an alien or sutin
this is what is making me not play recon. I think I will start as recon, plant, and then change classes. Can a teamate make the beacon blow up if they are recon and spawn on my beacon?
2011-10-30 07:38 , edited 2011-10-30 07:39 by PapaCharlieNiner
Thanks, that makes sense. I was Recon every time I spawned on my own and exploded it.
Each player can have one beacon out. The beacon explodes so you don't have to remember to pick it up or destroy it when you want to place it somewhere else.
How could they possibly think this is a good idea? Why can't it be like claymores, where if you have an excess of the alloted amount on the ground the previous ones disappear?
Then a good squad will just beacon up near every single objective.