Main > Gameplay
Spawn system post 1.3.4 hot fix
Wundsalz:
- The duel and anglean spawns need mayor overhauls as their influence on the outcome of the match is too significant.
- respawns can decide the outcomes of encounters, as it's often possible to jump straight back into action after a one has been taken down. This provides an unfair advantage for defensive teams and encourages base camping. A solution to adress this problem might be to disallow respawns within a radius of 1.5km around the killing ship.
- I think showing enemy spawn locations on the deploy map to be a good idea. Knowing where to expect enemies pop outof nowhere is an unnecessary advantage for experienced players.
- I liked the old spawn system better for labyrinth. Now we often see pilots choosing the same approaches over and over again.
Byron Cavendish:
--- Quote from: Sammy B. T. on December 19, 2013, 02:32:33 pm ---Well the right track is still the removal of choosing spawns but apparently that is the pillar this game is built on and not up for discussion.
--- End quote ---
^^
Coldcurse:
--- Quote from: Byron Cavendish on January 27, 2014, 05:30:13 am ---
--- Quote from: Sammy B. T. on December 19, 2013, 02:32:33 pm ---Well the right track is still the removal of choosing spawns but apparently that is the pillar this game is built on and not up for discussion.
--- End quote ---
^^
--- End quote ---
^^
Captain Smollett:
--- Quote from: Wundsalz on January 27, 2014, 03:16:23 am ---1.5km around the killing ship.
--- End quote ---
Not that I disagree with the sentiment, but there are maps that aren't even close to 3km across. If a ship made a kill in the middle of the map there'd be no where for the opposing ship to respawn.
RearAdmiralZill:
I agree with that sentiment, but some kind of range limit would be nice. Maps like duel at dawn get kind of trolly when you can just spawn right next to your killer, guns aimed.
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