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Spawn system feedback 1.3.4
RearAdmiralZill:
--- Quote ---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?
--- End quote ---
Problem is spawning farther away will just likely get your teammate killed, and then you again, so you pick the closer one. In competition I could see this being more of a decision (maybe), but in pubs, nah.
Choice is cool, and an improvement, but shouldn't be so close that killing someone becomes a disadvantage, as silly as that sounds.
Sammy B. T.:
There is functionally no tactical reason to not choose a brawler and immediately charge the guy you damaged int he fight. While it might be tactical to choose your spawn, everything being this immediate brawl means no real coordination with your teammate as you are constantly in the fight. So many strategies are now out the window because taking a minute to meet up with your team mate is somehow not tactical.
awkm:
By dividing the spawns into 'bases', insta-brawling will be taken care of.
Sammy B. T.:
While that is marginally better (though just reinforces camping for some maps like canyon), why implement this amazingly half baked spawn system?
Thomas:
I think the old issue (and I use that term loosely) was that the old random spawns put a lot of 'luck' into matches. After dying, you didn't get to choose where you spawned, and you'd have to make do. Sometimes you ended up in a beneficial location and sometimes you didn't. This could change the course of the whole match, especially if teams are relatively equally skilled. You might have started out with the upper hand, but went down and had a terrible spawn. You get back into the fight and manage to tie it up again, but the enemy gets a lucky spawn and wipes you shortly after.
The new system seems to be an attempt at taking more of the luck out, and putting more tactics into it. Now you don't have to rely on luck, as you get to pick where you show up. However, this has lead to an overwhelming amount of 'lucky' spawns, since they can always appear in advantageous position (right behind you). Since most ships are brawly builds, a lot of the complaints are of ships appearing right on top of them. The proposed solution is to force 'bases' or spawn zones for teams, leading to less spawning on top of each other. And while this may prevent that, I'm not sure if it will prevent sniping builds from popping up in prime locations. Since they don't want to be close to the enemy in the first place. They'd just have to pick a spot where they have a line of sight and some room to run.
Overall I'm more ok with dealing with the random spawns than trying to balance how ships should be able to choose their spawns. The current system is 'fair', but not too enjoyable; where the next iteration might tip the balance towards sniping builds.
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