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Spawn system feedback 1.3.4
Thomas:
Generally speaking, both ships (in a 2v2) do not go down at the same time. In most cases the enemy ships have been spotted, and as long as your ally is still spotting them, they actually appear on your map when you choose to spawn. Not to mention that they usually don't move too far after they kill you, especially if you're ally is nearby (which they should be, unless they just died.)
Some people say that it ruins a sniping build and promotes a brawl build, but that's not really true. If you have a long range build, just choose to spawn far away from your enemy. They can certainly spawn on your face and kill you, but then you just spawn far away and take them out again. It doesn't necessarily promote one or the other, but it does make it difficult for ships to survive any decent length of time.
Really the more I play with it, the more I dislike being able to choose my spawn. I've become accustomed to spawning further away and using that time to communicate with my crew what went right and wrong with the last death we had, letting them know the plan as we approach for engagement. However, it's far too beneficial to spawn right on them as soon as possible. It's a lot of back and forth constant fighting and not as much being able to maneuver and use the terrain to your advantage, which is something I miss.
awkm:
Once initial spawn goes in, which could be a hotfix in the weeks, then only being able to spawn towards your side of the map or base will be available.
Again, the square maps suffer the most since the options were to have it the way it is now or randomly spawn you on your side of the map from a wide variety of spawn points that may spawn you much further away from your team that you want.
Sammy B. T.:
I still have to ask what is gained from spawn choosing other than a far less tactical tit for tat brawl?
Alistair MacBain:
Spawns could decided a whole match.
Either a lucky or a unlucky spawn after an engagement could decide the game for you or the opponent.
Such a luck factor doestn suit competetive gaming.
At least imo.
awkm:
The former system was entirely random. You had no choice and therefore no tactical input. The only thing you did was submit to the spawn that was given to you (no matter how crappy) and react tactically.
By choosing, we hope, you can at least respond to the scenario that got you killed and try to fix it. Do you want to spawn in the heat of combat to save your teammate? Or do you need to spawn further away because you're a sniper? Is my base being camped, do I need to spawn further away?
We never had any of those choices available.
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