Aeon Amadi
Ancient Exiles. Renegade Alliance
4735
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Posted - 2014.01.25 00:20:00 -
[1] - Quote
Just got out of the closest game I've ever been in (we won via clones with 2 clones left ourselves) but what I'd like to bring up from that match is the aspect of the Drop Uplink experience I witnessed.
So, we all know when you spawn in you have temporary cloak and invulnerability. Think that is bad? Try fighting against a team that literally all spawned on one uplink (I have the rest of my team to account for witnessing this). They stand -inside- of one another and because you can't shoot through them, they're temp cloaked/invulnerable and you can only kill one at a time until the game forces them all out of each other's model.
Spawn camping is bad and all but invulnerability should have never been added.
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
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Aeon Amadi
Ancient Exiles. Renegade Alliance
4737
|
Posted - 2014.01.25 07:40:00 -
[2] - Quote
Dustbunny Durrr wrote:I'm confused, you're complaining that the game mechanic implemented to stop the cheap tactic you were using was working with intended results?
There was a point in time when we made a change based on an emotional response to bad spawn mechanics. Back in Beta, when you spawned there was only a handful of locations (sometimes only one) in which you spawned and it was predictable enough that you could camp the spawn in and kill them before they could even get their screen loaded.
That's no longer an issue now as spawn mechanics have been drastically changed, drop-uplinks are incredibly useful and most of all there is an implemented cloak upon spawning in.
The issue is that you're spawning in with cloak -and- invulnerability; so your oppressor is at an extreme disadvantage and this is compounded when multiple people spawn on a drop-uplink, such was the case with this match when quite possibly the entire team all spawned on the same drop-uplink and were inside one another's model, benefitting from the previous spawned player's cloak/invulnerability. This led to multiple players being un-killable because you had to wait for the one guy's invulnerability to expire to kill him and move on to the next one.
It was only remedied by the game forcing the player models out of each other in a fountain effect of people emerging from a single point and we were almost immediately overrun because, as previously stated, they all had temporary invulnerability.
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
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