Main > Gameplay
Spawn system feedback 1.3.4
awkm:
Things I can touch before hot fix:
- Position of spawns
- Number of spawns
- Spawn team assignment (both, red only, blue only)
- Time it takes to capture point
The spawns on CK and KOTH are greatly improved in dev app.
Zyem:
--- Quote from: Tropo on December 12, 2013, 01:02:08 pm ---there no way to fix how bad the cp's are at this stage from what i can se they will never be fair
--- End quote ---
I know this is a quite off topic, but one of the issues with capturing the points is the ability to block is very powerful if you already own the point. As long as you can get someone from your team to the point fast enough, they will never neutralise/capture it.
Perhaps if you die next to the point which you own, it "damages" the point by 30% or something (as in, instantly reduces the capture ring), allowing for a quicker neutralisation and thus, capture. This may allow much more changeover.
awkm:
@Xyem
Yeah, getting someone off the point is a part of a my proposed redesigns. Emphasis on getting someone off.
Sammy B. T.:
Effective harpoons confirmed
Thomas:
Capturing points has always been pretty tricky. Usually whichever team gets their first ends up holding it long enough to get more points than the other team can. I'm pretty sure I remember reading that the time it takes to flip a point has been reduced for the new spawn points, which is pretty good since they used to take forever and a day anyways; but letting them spawn closer lets them get their faster to neutralize the flip, and you're back where you started.
One simple solution might be to just make the capture area smaller. Then they have to fight harder to maintain control of the zone, instead of having a large area to contest in. Then along with faster flips and being able to spawn closer, you can get a point that changes hands a few times if teams don't work hard to actually hold it.
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