These new loading screen hints ARE helpful, something most games fail at.

so let's say you walk out and see a liberator. you then spawn back pull a n ESF to engage the liberator. this will take about 30 seconds. then consider that assuming the liberator takes a few seconds to kill/drive away. let's say 10 seconds. your men can now exit the spawn and assuming a clear uninterrupted run to the point, that another 10-15 seconds depending on base. clearly that's unlikely, as you will likely need to shoot some mans. let's assume 5 seconds of shooting mans on the way to the point. this is over a minute FROM ONE LIBERATOR which means that a 4 min cap timer is now a 3 min cap timer, >ASSUMING BEST CASE SCENARIOS. compare this to the 5 seconds of switching to heavy and simply throwing rockets at it, or pelting it with an invincible burster from spawn.

It also depends on base location, if friendly bases are close you can either pull AA from there and walk/drive/fly over.

even if i grant you that the theory might work, i can tell you that it won't because THIS IS HOW IT WAS AT LAUNCH. i can almost forgive you from frogetting, because it was traumatic for me too.

How far has the game progressed since launch?(Shudders).

all that happend was liberators hovered above spawn rooms, and people camped corners and you simply could not get out of spawn at all once a cap was set up. the base was utterly lost and it was a formality to wait out the timer.

Launch players were really stupid & getting AA/AV was hard due to the cert gains,arsenals & resource system.

TL:DR both theory and history say that preventing players from shooing out of spawn is bad.

Not if the base designs were fixed & spawn rooms were protected.

/r/Planetside Thread Parent Link - i.imgur.com