Jman5, on 05 November 2014 - 04:57 PM, said:
I only partially agree with the sentiment of your statement.
Having piloted lots of slow moving assaults, a lot of times, and getting force spawned into "bad" locations I can tell you, it's not so simple of "just keep moving, it'll eventually be all right".
In River City, there are spawns on either side of the map that are prone to be rushed by the enemy team 90% of the time. D2, and B4. If a big slow moving assault spawns in either location, and if the enemy has faster moving lights/mediums/heavies, the slow moving assault, moving at best possible speed, without getting stuck on indestructible cars, light posts, corners of buildings et al, will be HALF-WAY to cover by the time the enemy begins shooting him in the ass.
Now, at that point the assault has a choice, continue running, while out in the open, showing the enemy his weakest armor locations, OR, turn and fight, and try backing to safety, moving even slower, BUT AT LEAST, providing some of his thickest armor for the enemy to shoot.
Now IF you've dropped in a large enough pre-made that's paying attention, maybe you'll have some cover from your teammates to make option 1 more viable and desirable than option 2. However, if you're in the solo queue, or only dropping with 1 or 3 other people in your pre-made, chances are that B2/B3 or D3/D4 respectively, are doing their best to chase after the slow movers at the aforementioned trouble spots.
Rarely, and I do mean, EXTREMELY F'ING RARELY will you get 4 to 8 other people not in comms with you to STOP, and provide cover to allow you to get across.
Most of the time it's an EXTREME over simplification to just expect the big assaults, spawning in the rush spot, to survive and/or be willing to be shot in the ass while you and your cohorts leave them to die, to chase the enemy's assault who have spawned in their opposite rush spot.
Sorry man, this is a complete, YMMV situation.