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Spawn system post 1.3.4 hot fix

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Sammy B. T.:
So last night we had some Duck on Duck practice on Canyon Ambush. If defense on those maps was overpowered before, it is nigh ridiculous now with ships in blue spawn just popping into existence in perfect lumberjack firing arc and range. Red team was playing more offensively that match but I imagine the same situation would happen in red spawn.

Mr. Ace Rimmer:
It's a lot better than it was but still needs some work. We still have situations where fights are migrating to one teams spawn and it is causing issues. That being said, Playing in a scrim against the Waddling last night, they were ale to use the spawn system to their tactical advantage by deploying behind cakewatch and out of combat which was awesome, turned what was a 4-4 match into a narrow 5-4 win for them and it was fun!

Definitely a bit of work still to be done but you and your team are on the right track Eric :)

Sammy B. T.:
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.

awkm:

--- Quote from: Mr. Ace Rimmer on December 19, 2013, 01:34:09 pm ---they were ale to use the spawn system to their tactical advantage by deploying behind cakewatch and out of combat which was awesome, turned what was a 4-4 match into a narrow 5-4 win for them and it was fun!

--- End quote ---

This is exactly what the new spawn earns us and it's incredibly valuable.  This is much better than random.


--- Quote from: Mr. Ace Rimmer on December 19, 2013, 01:34:09 pm ---Definitely a bit of work still to be done

--- End quote ---

If you can be more specific as to where you're finding problems, I can take a look and see if spawns can either be moved  or if new functionality needs to be designed.

Mr. Ace Rimmer:
Maps like battle of the dunes and canyon ambush. Wit the tendency for the fight to be heading into either red or blue spawn we get situations where (and this is specific to the 3v3 from my perspective - not enough game time on the 2v2 versions) Team A will kill a hip on team B but die in the process, the other two ships on team A try to press home the advantage but wind up in a 3v2 situation when team B's ship respawns. Meanwhile, the respawning Team A ship is a long way out of the fight back at team A base. (Essentialy creating a scenario similar to the old system where the game decided to spawn the ship as far away from combat as possible.)

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