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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
843 Epidemic
396
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Posted - 2013.11.07 10:26:00 -
[1] - Quote
This spawn system has always been a problem but with veterans returning for the SP event it seems more evident now more than ever. Whether I am stomping or being stomped, there are clear flaws in the ambush spawn system.
When one team is getting completely wrecked by the other one, they get spawned back into the ****-storm until everyone's dead just about. This is ridiculous as the team has no way to defend themselves especially if they are being spawned out in the open where they can be struck down by tanks, OBs or whatever.
Not only, CCP, do we need to have better auto-spawns in general which switch sooner once there is a clear team imbalance in one area (E.g. a massive bumrush of one side) but the dis-advantaged team needs to be given advantageous spawns to help them back on their feet. This might mean a city spawn, spawns up on buildings or hills, or next to a couple of turrets.
Either way the spawns are ridiculous, my team was in an OMS ambush yesterday and lost a grand total of 5 clones, as opposed to the other team's 80. only 4 people on the enemy team killed someone.
843-BANE
Director // Ranking Officer // BurgezzE.T.F
Contact me here
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Kaiylalynn Wolf
DUST University Ivy League
1
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Posted - 2013.11.07 13:38:00 -
[2] - Quote
Dont ya love the "safe spawn" button drops ya in a mob of enemy!! Toss a nade fast and hope!! |
Eskel Bondfree
DUST University Ivy League
161
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Posted - 2013.11.09 20:18:00 -
[3] - Quote
Yeah, I felt the same when I played a couple of ambush matches yesterday. Almost every ambush match evolves into one mob of players chasing another mob. Spawn locations are moving together with the mobs, and the mob that is being chased usually spawns right into multiple lines of fire from the enemy.
This is to a large part because of the OMS maps that are way too big and not suited for a deathmatch mode. As soon as the action moves to one of the smaller sockets (read: one mob of players is being chased there by the enemy mob), the rest of the map becomes inaccessable because the default spawn is placing players right back into the mob where they die quickly.
In contrast, matches on small maps with clear bounds and lots of cover are usually quite fun, like skim junction (my favourite ambush map), or the biomass outpost (provided the action takes place inside the outpost and not in the no mans land around it).
We simply need smaller maps that are better suited for a free for all death match mode, and that are designed to prevent players from blobbing. Also, if ambush does use large maps (OMS), spawns should probably be divided into a clear attacker and defender area, instead of using the 'intelligent' spawn system we have now. I think it used to be like that at some point, the problem back then was that the inferior team tended to hunker down in its spawn area and the match was static and not fun. However, this was mostly because there were no good routes for engagement out of the spawn area and too little cover. Cover is plentiful in the outpost at the center of the map, but reaching the outpost requires traversing large open areas with no cover, so people camped in their spawn area instead. Again, a problem of map design. |
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CCP LogicLoop
C C P C C P Alliance
1298
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Posted - 2013.11.18 00:51:00 -
[4] - Quote
So no one is spawning at the beginning of the match into a group of the opposing team still correct?
But the problem of spawning into groups further into the match is still occurring?
You can catch more flies with honey than with vinegar.
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DJINN Marauder
Ancient Exiles. Renegade Alliance
3020
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Posted - 2013.11.18 01:44:00 -
[5] - Quote
CCP LogicLoop wrote:So no one is spawning at the beginning of the match into a group of the opposing team still correct?
But the problem of spawning into groups further into the match is still occurring? Yes.
You see when I pub stomp, it comes to the point where we just bomb rush their spawn and decimate everyone there. However they keep spawning allowing us to effectively spawn kill them for a good minute or so.
I believe the root of the problem is the way you set up spawns. It'll spawn ppl next to friendlies. And thus if all your team is getting spawn killed, it'll keep spawning you there since your team is spawning there.
Not to mention after the 1st flip of spawn points(it does eventually flip), the enemy team is already half clones and we usually have an orbital, so we ca just scan their next spawn and OB it to clear them...and them proceed to spawn kill them where we just OB'd.
This is a typical 2-4 minute ambush match for when we have an squad btw.
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Idye Lotz
xCosmic Voidx Partners of Industrial Service and Salvage
203
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Posted - 2013.11.18 13:48:00 -
[6] - Quote
CCP LogicLoop wrote:So no one is spawning at the beginning of the match into a group of the opposing team still correct?
But the problem of spawning into groups further into the match is still occurring?
Wrong. It still happens, but not as regularly.
Sorry for shooting you in the back. Now please look elsewhere so I can continue.
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843 Epidemic
BurgezzE.T.F Public Disorder.
452
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Posted - 2013.11.18 14:08:00 -
[7] - Quote
CCP LogicLoop wrote:So no one is spawning at the beginning of the match into a group of the opposing team still correct?
But the problem of spawning into groups further into the match is still occurring?
Essentially what Marauder said + 1
You need to enable the losing team to grant some sort of spawning advantage over the other one to try and recapture the game rather than it become a spawn kill match. Just yesterday I went 30-2 in a 50 clone ambush because I was just sitting at their spawn waiting for them to come back in.
843-BANE
Director // Ranking Officer // BurgezzE.T.F
Contact me here
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General BMF Johnson
Ka-Tet of 19
0
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Posted - 2013.11.19 01:57:00 -
[8] - Quote
what if CCP setup generic spawn points in a red zone like in skirm/dom matches, so there has a player option when they are getting spawn merc'd? Just a thought.
All I see is RED people...All I see is DEAD people
Red dot CHOP CHOP...I see DEAD people
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General BMF Johnson
Ka-Tet of 19
0
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Posted - 2013.11.19 02:05:00 -
[9] - Quote
CCP LogicLoop wrote:So no one is spawning at the beginning of the match into a group of the opposing team still correct?
But the problem of spawning into groups further into the match is still occurring?
Yes. This has been my experience anyway.
Thanks for the support on this btw!
All I see is RED people...All I see is DEAD people
Red dot CHOP CHOP...I see DEAD people
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CCP LogicLoop
C C P C C P Alliance
1385
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Posted - 2013.11.19 02:28:00 -
[10] - Quote
In regards to spawning into redzones. We tried this and it wasn't well received.
If players are still spawning into wrong team groups on initial spawn I really need to know about that. As the code fix was supposed to fix that.
As for the other part, this still clearly seems to need a lot of tweaking.
You can catch more flies with honey than with vinegar.
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General BMF Johnson
Ka-Tet of 19
0
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Posted - 2013.11.19 03:02:00 -
[11] - Quote
Ok thanks. No I am not spawning into wrong team at first anymore but later in game is still not right at times.
I do have a logi setup I run on skirm/dom matches and I have gotten to where I just run this setup long enough to place uplinks in various areas as to spawn there when needed, but not 100%. But war is not 100%
Ps: u have an awesome game in my opinion and also (my opinion) I think all of y'all @ccp are doing a great job! Keep ya heads up and to hell with all the cry babies. U still have a loyal fan base and I know there are newbies coming online all the time.
Keep up the good work and thanks for a great gaming experience!
All I see is RED people...All I see is DEAD people
Red dot CHOP CHOP...I see DEAD people
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Rynoceros
Rise Of Old Dudes
1331
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Posted - 2013.11.19 05:38:00 -
[12] - Quote
Is a MCC spawn too much to ask for?
Smart Deploy? Really? That name change only makes it that much more infuriating.
Cheeseburgers.
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843 Epidemic
BurgezzE.T.F Public Disorder.
458
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Posted - 2013.11.19 14:00:00 -
[13] - Quote
CCP LogicLoop wrote:In regards to spawning into redzones. We tried this and it wasn't well received.
If players are still spawning into wrong team groups on initial spawn I really need to know about that. As the code fix was supposed to fix that.
As for the other part, this still clearly seems to need a lot of tweaking.
I've never had a problem with spawning with reds anymore, never seen it happen and never had my team mates complain about it. Dynamics need to be changed so that players can go into ambush without the pure intention of camping, of the fear of getting stomped.
843-BANE
Director // Ranking Officer // BurgezzE.T.F
Contact me here
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Eskel Bondfree
DUST University Ivy League
174
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Posted - 2013.11.23 20:15:00 -
[14] - Quote
CCP LogicLoop wrote: If players are still spawning into wrong team groups on initial spawn I really need to know about that. As the code fix was supposed to fix that.
This happened to me the other day. I spawned alone, and shortly after a lone enemy spawned near me. We started to shoot each other, then many more enemy players spawned in near the one I was shooting at. I got killed by them, and the next respawn took me to my own team, which was at a completely different place.
Edit: the map was impact ridge, and my intial spawn was somewhere between the silos at I4/I5 and the structure nearest to it. |
Cass Caul
447
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Posted - 2013.12.06 20:24:00 -
[15] - Quote
When the spawn mechanic was changed in Spring, there was a dev post or a blog that explained how it worked. Like blue in the vicinity was a plus, a green was a plus, a red was a minus and a team death was a minus. And that was what you used to calculate spawn points. If that formula is still being used, then just making the value of a team death count two to three times higher. If 3 people die in he same place within 30 seconds, no one should continue to spawn in that location for at least 5 minutes.
I still occasionally spawn next to enemies. It is no as pronounced as it used to be, where you spawnd in the exact middle of a group of 6, but more like spawning within 20 meters of an enemy's initial spawn. I am however not alone when this happens. it is usually with a group of 4-myself included- that spawn too close to an enemy's initial spawn.
+ÉߦëddGêÇ -çou -Äll+É-çoGö¦
A girl, on the internet?! I roll to disbelieve.
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General John Ripper
Pradox One Proficiency V.
18466
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Posted - 2013.12.15 10:40:00 -
[16] - Quote
It is not as bad as it used to be but it still happens in the beginning
what sucks is that when your team is getting decimated, you always spawn with your team.... and get spawn killed until the area is completely cleared of blues. I have to wait until everyone dies before I can safely spawn in again
My alts: DeadlyAztec11, Draxus Prime, MoonEagle A, Long Evity, CCP Rarara
And this is why I am the #1 forum warrior.
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IVANJAKANOV
Nyain San Renegade Alliance
0
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Posted - 2013.12.20 23:08:00 -
[17] - Quote
Just today I got a smart spawn in an ambush on the map with the 3 ring cannon thing in the city, and the very first spawn in the beginning of the game it spawned me in a spot where I was taking fire almost immediately (less than a minute) and couldn't get out of this spot as a heavy by jumping or sprint/jumping or anything. I saw teammates jumping out of this area pretty easily, but there were no other heavies around. I looked all around for ways to get out but ended up getting shot by combat rifles and assault rifles until I died, and even though there was a nanite injector 3 meters away they couldn't get back up there to revive me. |
DJINN Marauder
Ancient Exiles. Renegade Alliance
3522
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Posted - 2013.12.23 02:44:00 -
[18] - Quote
Ambush spawns are terrible still. When one side has the upper hand (almost always happens with the lack of matchmaking system) it becomes spawn kill 514.
Just now I played on a Map and it spawned my whole team on the low ground while giving then enemy high ground. We were spawn camped all game. The system never moved the spawn outside the lower platform and we were farmed.
I have a video of the end part. Would you like me to post it? It's only 30 sec long however
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Forum Warrior LV. 3 | Warframe is awesome! | PSN: I-NINJA-ALL-DAY
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8213
BIG BAD W0LVES
1190
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Posted - 2013.12.23 07:50:00 -
[19] - Quote
I don't see why the game can't cycle various spawn options and provide you with the best one, instead of the same one for 5 minutes straight. These maps are plenty large of enough to accomplish a safe spawn every time. |
Divu Aakmin
Crimson Saints
44
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Posted - 2014.01.08 00:16:00 -
[20] - Quote
I have not seen this mentioned yet: when only 1 uplink is active smart deploy will force you to spawn there. You have NO othee options 90% of the time. This alone is probably one of the most frustrating aspects of spawn. You may very well know a tank and a heavy are 10m from link and you have to spawn there, generally with your back turned with the exception of being completely surounded. |
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Marad''er
Ancient Exiles. Renegade Alliance
585
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Posted - 2014.01.24 20:48:00 -
[21] - Quote
Is ambush smart spawn going to get fixed?
Just add multiple areas that have smart spawn and if you die in one, it'll flip you to he other one
GôÉGô¥GôÿGô£Gôö > GôÉGô¢Gô¢
Gÿà¿When will dust get better?Gÿà
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Benjamin Ciscko
The Generals General Tso's Alliance
1342
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Posted - 2014.01.24 22:04:00 -
[22] - Quote
Marad''er wrote:Is ambush smart spawn going to get fixed?
Just add multiple areas that have smart spawn and if you die in one, it'll flip you to he other one 'Smart Deploy' let me spawn them on this uplink wedged in between a crate and a wall with one way to get out next to a blaster tank. I got like 8 f*cking kills in about 10 seconds off that.
Caldari Tanker/Minmatar Assault
Forum warrior lvl 1
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xXCleopatra FlippantXx
Red Star. EoN.
32
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Posted - 2014.01.29 18:48:00 -
[23] - Quote
General BMF Johnson wrote: what if CCP setup generic spawn points in a red zone like in skirm/dom matches, so the player has the option when they are getting spawn merc'd? Just a thought.
Yea, why not? Is this a good one?
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Henchmen21
Planet Express LLC
872
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Posted - 2014.04.06 17:17:00 -
[24] - Quote
Had 650 SP left to grind so I went to an ambush. What a terrible game mode, even with two vehicles. First side to call them in wins. Terrible I say terrible.
1.8 better then 1.7 but not by much.
Henchmen21: Infantry
Gotyougood Ufkr: Vehicles
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Pisidon Gmen
Ivory Vanguard
39
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Posted - 2014.04.11 18:37:00 -
[25] - Quote
CCP LogicLoop wrote:So no one is spawning at the beginning of the match into a group of the opposing team still correct?
But the problem of spawning into groups further into the match is still occurring?
in the same group no but right next to the other team still happens also some ambush maps are too big |
killian178
S.e.V.e.N. General Tso's Alliance
13
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Posted - 2014.04.24 02:53:00 -
[26] - Quote
CCP LogicLoop wrote:So no one is spawning at the beginning of the match into a group of the opposing team still correct?
But the problem of spawning into groups further into the match is still occurring?
The problem is that; with the "safe" spawn system we have now, the spawning area is ether an uplink or its within the vicinity of other players. The problem he's referring to is the "quicksand" tactic. It's the go to method to get your pub stomp on in ambush. All a team has to do is the following:
1. Have decent skills and gear
2 Mics! Use them, or at least make guy with Mic sqd lead, calls out orders, and reports tanks etc. 9/10 battles are won with coordination and a plan
3 killing medics until you surround their "safe zone"
4 Staying just far enough back to be an effective killer, but not close enough to trigger the safe to reset.(which rarely happens)
5 This is a game, we play together to have fun, check your temper and maturity at the door plz. |
xXcythe
Dust OMEGA corp United Brotherhood Alliance
7
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Posted - 2014.05.29 00:38:00 -
[27] - Quote
CCP LogicLoop wrote:In regards to spawning into redzones. We tried this and it wasn't well received.
If players are still spawning into wrong team groups on initial spawn I really need to know about that. As the code fix was supposed to fix that.
As for the other part, this still clearly seems to need a lot of tweaking.
No, we r not spawning with the enemy we r spawning right In front of the enemy. In the middle of the match the "smart spawn" will spawn u in front of the other team while they r spawn watching/killing. The prob with spawning amongst the other team is over, but spawning directly in front of them is a common thing. The algorithm doesnst sense when the opposing team is spawn camping so we come into the exact same spot and mowed down. On the other hand, I make alot of points runnin away to place a uplink way away from the "smart spawn" point............ |
Dust Bunny 516
G.L.O.R.Y Dark Taboo
0
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Posted - 2014.07.23 03:36:00 -
[28] - Quote
CCP LogicLoop wrote:So no one is spawning at the beginning of the match into a group of the opposing team still correct?
But the problem of spawning into groups further into the match is still occurring? Yes, spawning into groups later is a problem. And I know you wanna change up the spawns but sometimes they change to fast, point being it'll spawn you way far away from the match, change its MIMD after your done spawning. And spawn your whole team closer so by the time you get there you have 0 clones or you've already lost. Also I remember in OMS having a shield tank on 30 meters away shooting whenever anyone spawns having know where we were spawning. |
Bojo The Mighty
Spaceman Drug Cartel-Uno
4582
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Posted - 2014.07.25 21:50:00 -
[29] - Quote
Still very much a problem. I propose this: take the average density location of the enemy and spawn players a good 150 meters away from that point.
Just as long as the dice keep rollin, the hoes keep hoein, and the money keeps flowin!
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