It's strange that it is to the attacker to defend, no?
Yes, it certainly is
![Smile :)](https://forum.c-rpg.net/Smileys/default/icon_smile.gif)
I think the intention was to let the defenders get time to setup their defense. But sometimes the best defense is a good offense (to keep them away from their goal aka the spawn point). I think the system needs to be revised, but the attackers still have the ability to fend off the defenders before they can counter-attack.
They are respawned back only if they are within a certain distance, if you aren't a complete idiot, take some heavy cav and charge as soon as the first attacker spawns you can almost guarantee victory for defenders.
As far as I know, it's automatic that the defenders all respawn on their spawn point. The defenders can't capture the attacker's spawn point until that happens (and at that time, when the attackers start spawning). I know this is for sure the case. Gumdrawp from DFC raced across the map to our spawn point before we (the attackers) started spawning, and he was not able to capture our spawn point. It them respawned him to his spawn point and we (The attackers) started spawning 1 by 1.
Obviously some maps its harder than others but its a pretty simple formula that means defenders have the ability to win almost every time.
Even on the tiny map that DFC attacked ATS on, the DFC "attackers" (who had to defend a spawn rush) had all spawned in by the time the infantry of ATS had pushed up to within 100 yards. I was a cavalry scout for ATS and was watching the whole thing unfold from a distance. This is also verified by a video that someone in infantry took for ATS. After the respawn for the defenders (at 60 seconds) they formed up and started slowly moving across the map. It took another full minute before our infantry to cross the field of battle and get to the point of being about 20 seconds out from the attacker's spawn. At this point and time the DFC attackers (who were defending their spawn point) had all spawned, and had a mass of infantry balled up around their spawn point. They also had 5 war horses (or some other armored horsemen) and 2 saddle horses circling their infantry (kind of like dolphins schooling bait fish into a tight group).
Right before the infantry of ATS hit the DFC mass our cavalry hit from both directions. Then infantry hit, then cavalry circled back for another run at the stragglers. The attackers who were defending their spawn clearly had enough people to organize a defense, they just failed to do so. Same with Pecores defending vs an LLJK spawn rush, Pecores had a lot of people spawned in, and could have defended their spawn point, they just failed to do so.
The ATS attacking DFC was exactly as described, attackers formed up in an organised group and pushed to defenders spawn before a majority of them had spawned, this has happened with many clans now and is not a debatable fact.
You're wrong, I witnessed this first hand, and saw a video for another instance. And these both happened on tiny battle maps. The spawn system should be re-worked and tweaked, but the attackers (who have to defend their spawn point initially) can defend their spawn. It's not the system that is screwing them over, it's bad leadership and in game tactics. Yes, the system could be better, but it's certainly not as glitched as everyone is bitching about.