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[Veteran_LT Whichimazit]
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Posted - 2012.06.08 16:32:00 -
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I really think Dust needs spawn shields for a couple of reasons. One reason is that when i spawn sometimes right when i actually get into the game i will be dead literally. Another reason is so that you can get out of the way if someone happens to be next of the spawn. So you guys at CCP should make at least a 5 second spawn shield.
PLEASE CONSIDER THIS!!!!! |
[Veteran_Traynor Youngs]
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Posted - 2012.06.08 16:45:00 -
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I think a better idea than an arbitrary shield would be to say that the drop suit deployment requires a massively charged up shield to insert onto the surface of the planet, this large shield dissipates rapidly after deployment with some kind of exponential decay from say 1000% when you first land, to like 100% at 4-5 seconds and no boost at all after that.
This way if you spawn into the middle of an ongoing explosive firefight, you might still die very quickly, but you likely won't be able to be camped by one guy with a sniper rifle. |
[Veteran_Templar Two]
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Posted - 2012.06.08 16:53:00 -
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Shields for clone units are a must have: we should re-spawn inside the clone units, not appear out of nowhere magically (also lore-wise EVE doesn't have materialization) and have a shield that protects our spawn-door: grenades/explosives would be automatically deactivated passing through the shield and bullets won't be able to enter. Also clone units should have a sensor, 10 meter radius, so that if an enemy is camping near them he is automatically shown on the map. |
[Veteran_Traynor Youngs]
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Posted - 2012.06.08 18:44:00 -
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Templar Two wrote:Shields for clone units are a must have: we should re-spawn inside the clone units, not appear out of nowhere magically (also lore-wise EVE doesn't have materialization) and have a shield that protects our spawn-door: grenades/explosives would be automatically deactivated passing through the shield and bullets won't be able to enter. Also clone units should have a sensor, 10 meter radius, so that if an enemy is camping near them he is automatically shown on the map.
I rescind my earlier suggestion and agree with this wholeheartedly.
would fix the spawn-die problem. |
[Veteran_Austin Biffeh]
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Posted - 2012.06.08 19:35:00 -
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LT Whichimazit wrote:=when i actually get into the game i will be dead literally.
I disagree with spawn shields, but I'm confirming that there is a major issue with players spawning and waiting at a black screen to get control of their character. The server appears to dump their model in before they gain control of anything, and that leads to insta-spawn deaths. It's pretty absurd.
As for spawn locations [this may need a different post] I'm getting tired, already, of watching people pop into existence in front of CRUs and next to objectives.
There really needs to be an animation for hopping out of a CRU, or perhaps just have an open door on it with a shield and have characters spawn inside.
As for spawning on objectives, drop pods, please.
OR take spawning on objectives OUT and keep it on CRUs only - also CRUs within dropships, of course. |
[Veteran_Austin Biffeh]
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Posted - 2012.06.08 19:35:00 -
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Traynor Youngs wrote:Templar Two wrote:Shields for clone units are a must have: we should re-spawn inside the clone units, not appear out of nowhere magically (also lore-wise EVE doesn't have materialization) and have a shield that protects our spawn-door: grenades/explosives would be automatically deactivated passing through the shield and bullets won't be able to enter. Also clone units should have a sensor, 10 meter radius, so that if an enemy is camping near them he is automatically shown on the map. I rescind my earlier suggestion and agree with this wholeheartedly. would fix the spawn-die problem.
Oh, hey, somebody beat me to this!
Yes, this - ten thousand times - this. |
[Veteran_LT Whichimazit]
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Posted - 2012.06.08 19:43:00 -
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Yeah i just want something to where i don't die before i can even take control |
[Veteran_Dargondarkfire darkfire]
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Posted - 2012.06.08 20:07:00 -
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Austin Biffeh wrote:Traynor Youngs wrote:Templar Two wrote:Shields for clone units are a must have: we should re-spawn inside the clone units, not appear out of nowhere magically (also lore-wise EVE doesn't have materialization) and have a shield that protects our spawn-door: grenades/explosives would be automatically deactivated passing through the shield and bullets won't be able to enter. Also clone units should have a sensor, 10 meter radius, so that if an enemy is camping near them he is automatically shown on the map. I rescind my earlier suggestion and agree with this wholeheartedly. would fix the spawn-die problem. Oh, hey, somebody beat me to this! Yes, this - ten thousand times - this. better idea, i watched the trailer on troops dropping down. theres a shock wave when they land. anyone standing in a spawn trying to shotgun or minigun people down should get killed or very badly hurt by the shockwave when a player spawns in. |
[Veteran_Templar Two]
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Posted - 2012.06.09 07:38:00 -
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Spawn Camping is serious problem and Dust 514 must not make the same mistake of Starhawk. We in the Starhawk beta denounced the abuse of spawn camping and the developers din't do anything to fix it, or at least limit it: at release dozens of threads have been made with people complaining abut Spawn Camping. it took them 3 weeks to reduce the cost of sawn beacons so to limit spawn camping but at today it's not fixed completely. Sure when cloning units will be ours to place before the match we will have less spawn-camping but please CCP at least add a shield to clone units: do something now before it becomes a game-breaking issue. |
[Veteran_Dargondarkfire darkfire]
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Posted - 2012.06.09 08:33:00 -
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i still think the best method would be to have a drop blast from your decent (spawn) that would kill spawn campers, would act kinda like a telafrag) |
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[Veteran_Sorry Accident]
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Posted - 2012.06.09 09:10:00 -
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Dargondarkfire darkfire wrote:i still think the best method would be to have a drop blast from your decent (spawn) that would kill spawn campers, would act kinda like a telafrag)
I like the idea too, especially if you could direct your decent as to purposefully insta-gib the 1 or 2 guys harassing your team. Adds a bit of a tactical placement option for snipers, too (I just wouldn't want it to get out of hand like BF2 and MAG snipers). Actually, adds a tactical element for any dropsuit type you choose, depending on weapon, you could glide yourself toward or away from the heavier firefights. |
[Veteran_Templar Two]
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Posted - 2012.06.09 10:09:00 -
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Dargondarkfire darkfire wrote:i still think the best method would be to have a drop blast from your decent (spawn) that would kill spawn campers, would act kinda like a telafrag)
Sadly that would resolve the problem for mercs using clone units: without a shield clone units are easy target of spawn-campers. |
[Veteran_Dargondarkfire darkfire]
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Posted - 2012.06.09 10:47:00 -
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Templar Two wrote:Dargondarkfire darkfire wrote:i still think the best method would be to have a drop blast from your decent (spawn) that would kill spawn campers, would act kinda like a telafrag) Sadly that would resolve the problem for mercs using clone units: without a shield clone units are easy target of spawn-campers.
not all the spawn points are clone stations. for a clone station i think, first you should spawn inside since there is a door. then there should be a 5-10 second shield (will only last 1 second after you begin attacking, if you started attacking before the shield timer ended. also this you spawn then wait for your screen to load in is a hindrance and needs to be removed, it doesn't happen in any other fps i have played.. |
[Veteran_DeeJay One]
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Posted - 2012.06.09 11:02:00 -
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Dargondarkfire darkfire wrote:not all the spawn points are clone stations. for a clone station i think, first you should spawn inside since there is a door . then there should be a 5-10 second shield (will only last 1 second after you begin attacking, if you started attacking before the shield timer ended. also this you spawn then wait for your screen to load in is a hindrance and needs to be removed, it doesn't happen in any other fps i have played..
How about CRU shield bubbles like a POS in Eve has with an indicator how much shield is left for a given CRU on the spawn map? Then you could choose if spawning on X is safe. Of course spawning on objectives and drop uplinks should have a proper "hell from above" type of spawning, by shooting a pod down the orbit or spitting clones out from an MCC, even ejecting from an RDV would do the trick with inertia dampener active. |
[Veteran_Templar Two]
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Posted - 2012.06.09 11:12:00 -
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DeeJay One wrote: How about CRU shield bubbles like a POS in Eve has with an indicator how much shield is left for a given CRU on the spawn map? Then you could choose if spawning on X is safe. Of course spawning on objectives and drop uplinks should have a proper "hell from above" type of spawning, by shooting a pod down the orbit or spitting clones out from an MCC, even ejecting from an RDV would do the trick with inertia dampener active.
I agree with the "drop from sky spawn" for the Drop Uplinks, also is very much like what we have in the trailer, but the problems comes when you a place a spawn in-door. IMO either we should not be able to a place Spawns in-door, lore-wise materialization in EVE doesn't exist in EVE, or I here's an and old idea of mine:
DU could create some sore of "shield dome" around them that stop bullets form entering and form exiting it. (the diameter of this dome should be very small 3 meters at best) This way spawned player will be protected from enemy fire as soon as they spawn, but won't have anadvantage either staying inside the shield since they can't shoot back. This won't stop players from camping outside DU Shield, and enemy players will still be able to get inside the shield to destroy the DU, but at least it's something. |
[Veteran_FatalFlaw V1]
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Posted - 2012.06.09 12:18:00 -
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Templar Two wrote: IMO either we should not be able to a place Spawns in-door, lore-wise materialization in EVE doesn't exist in EVE
HotDrop O'Clock would like to disagree with you.
I do feel there needs to be a change in the way people enter battle to prevent spawn camping. |
[Veteran_Templar Two]
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Posted - 2012.06.09 12:29:00 -
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FatalFlaw V1 wrote:Templar Two wrote: IMO either we should not be able to a place Spawns in-door, lore-wise materialization in EVE doesn't exist in EVE
HotDrop O'Clock would like to disagree with you. I do feel there needs to be a change in the way people enter battle to prevent spawn camping.
Don't quote my phrase without the final part: the real point is there.
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[Veteran_Ozzian Tivianne]
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Posted - 2012.06.09 12:43:00 -
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Dropsuits should be dropped off from the MCC if so choosen - we are in dropsuits after all. |
[Veteran_NewOldMan]
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Posted - 2012.06.09 13:24:00 -
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If you actually look closely you can see inside of the CRU, which I assume is the place where we come from after we die. I would like to be able to walk out of it, with the CRU having a shield to prevent bullets or explosions from entering. Also if you are spawning in by any other way whether it be directly on an objective or a drop uplink. Or if the inside the CRU thing won't work out. I think that you should have a spawn shield, make it 3 seconds and make it disappear if you move or shoot, That way you would still have the ability to look around for any campers Also I would love the option to spawn drop of the MCC (like the orbital drop spawning that I've seen in trailers and what not) |
[Veteran_Templar Two]
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Posted - 2012.06.09 15:55:00 -
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Be "ejected" from MCC would definitely be a worthy addition to the spawning system. Of course it would not be a free-spawning system; we could only be deployed vertically under the MCC. MMC must not be as versatile as Dropships. |
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[Veteran_NikNak Trhanhm]
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Posted - 2012.06.09 19:38:00 -
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In MAG, when you spawn in on a bunker, you're INSIDE the bunker. Simply doing this would help tremendously. It would also add to the need to defend these stations. I've been in a few matches were the strategy was to let the enemy take them over just so we could destroy them. If we could spawn inside, the need to defend these stations would grow exponentially. That being said, it's also very true that not all spawn points are clone stations. Spawning on drop points should involve both "drop shields," as proposed earlier, as well as taking immediate control of the soldier. This time between physical spawn and control is killing me when we get pushed back to the base. I was in a match earlier where a single heavy was just standing there and was killing every single soldier who spawned in there, and 100% of the time, we were dead before being able to do anything about it. That guy ended that match with a 26/something KDR. It's a major exploit, and he knew it. I just hope he was recording it to share that it's a very real thing and it's happening right now |
[Veteran_Templar Two]
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Posted - 2012.06.10 08:29:00 -
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I too have met players with 29/0 KDR and they where camping with tanks in front of spawn points in skirmish. Not nice. |
[Veteran_Ascythian]
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Posted - 2012.06.10 18:31:00 -
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Personally I think static spawn points should not exist. If you are able to choose where a spawn point lands or where the soldiers land [for exmaple from a drop ship][ that would make a far more fluid gameplay and also mean that defence is more of a consideration for the defenders.
Soldiers could also arrive from off-map on the borders and get to choose where they march in from. If you can choose where a spawn point is then you can't complain about spawn campers because its your fault for not defending the spawn. |
[Veteran_Steve Dekx]
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Posted - 2012.06.10 18:54:00 -
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NikNak Trhanhm wrote:This time between physical spawn and control is killing me when we get pushed back to the base.
Yeah that fade in is an absolute nightmare. I haven't had much trouble with people intentionally camping the spawns but they're high traffic, high value areas so I'm always getting shot before I've gained control by someone who just happens to be there. I wouldn't expect enemy players to stay out of there and I wouldn't expect them not to take advantage of the head start they get on me. Also there's a general weirdness to the directions it chooses to spawn you in. Is it just me or does it always drop you out facing away from the enemy teams spawn points? If there are two people fighting at the location it never fails to drop me between them facing the guy on my team. Granted all that just makes me choose my spawning locations carefully, but sometimes there's no choice. Your options get limited pretty fast when you know there's a heavy guarding nearby chokepoint. |
[Veteran_Templar Two]
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Posted - 2012.06.11 08:17:00 -
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Spawn-camping is a serious problem already and if it doesn't' get fixed it will only get worst. Free spawn is the best way but CCP wants to be faithful to the lore and so we can't fall out of the sky like in Section 8. Clone units are a good thing but they are really a capers' heaven as they are now.
Ascythian wrote:Personally I think static spawn points should not exist. If you are able to choose where a spawn point lands or where the soldiers land [for exmaple from a drop ship][ that would make a far more fluid gameplay and also mean that defence is more of a consideration for the defenders.
Soldiers could also arrive from off-map on the borders and get to choose where they march in from. If you can choose where a spawn point is then you can't complain about spawn campers because its your fault for not defending the spawn.
In certain matches we will be able to choose where to place the spawn points, it's confirmed, but still they would be visible on the map anyway and as soon as someone finds them camping will start again. |
[Veteran_Zalifer Nakamoda]
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Posted - 2012.06.11 09:42:00 -
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From a lore perspective, spawning inside the CRU is the most logical solution. These things should be big, with a room, and walls lined with vats/containers full of mercs. Perhpaps when someone spawns, a vat door opens, they run out, and the vat slides into the floor, and pops up again, with another full one?
Shields or doors to stop people getting inside would only help somewhat, as they could just camp the doors in. There needs to be an area around it, where people can escape without being in a single spot.
But then, none of this really matters too much right now. One of the devs mentioned that there was supposed to be a random radius to spawns, so they would not be so predictable, but it was not working (probably forgot a zero, or something :D) |
[Veteran_Dewie Cheecham]
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Posted - 2012.06.11 09:54:00 -
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From another thread on the topic.
https://forums.dust514.com/default.aspx?g=posts&m=133163#post133163
Dewie Cheecham wrote:Potential solution?
We should get DROPPED by the MCC or one of its tenders aiming for a spawn point of our choosing, we then have about 10 seconds on free fall to guide us a little around that area for a final drop spot.
The longer drop time for player deployed spawn nodes can them be explained by having to be dropped from the MCC itself or the tender having to re-aim you first, the reduced time for higher tier nodes can then be the a function of signal strength.
It solves the problem of why clone vats are needed and you can still re-spawn on something the size of a laptop. The size of the clone vats can then be explained by being heavier signal generators and power supply, as deployed spawn nodes have a limited number of drops in them.
Caveat, actually dropping won't work inside.
Besides, the notion of waking up being shot out of a cannon, on a ballistic course towards your spawn point sounds awesome...
This would also help in two other ways, one, people are not just sitting there waiting for a timer, players dropping may be lucky and get a little information on enemy movements, and the best, almost evil part is that with a little control, we can literally drop in on an enemy...or on him. |
[Veteran_LT Whichimazit]
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Posted - 2012.06.12 15:42:00 -
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That would work great |
[Veteran_King of Fools]
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Posted - 2012.06.18 08:17:00 -
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Dewie Cheecham wrote:From another thread on the topic. https://forums.dust514.com/default.aspx?g=posts&m=133163#post133163Dewie Cheecham wrote:Potential solution?
We should get DROPPED by the MCC or one of its tenders aiming for a spawn point of our choosing, we then have about 10 seconds on free fall to guide us a little around that area for a final drop spot.
The longer drop time for player deployed spawn nodes can them be explained by having to be dropped from the MCC itself or the tender having to re-aim you first, the reduced time for higher tier nodes can then be the a function of signal strength.
It solves the problem of why clone vats are needed and you can still re-spawn on something the size of a laptop. The size of the clone vats can then be explained by being heavier signal generators and power supply, as deployed spawn nodes have a limited number of drops in them.
Caveat, actually dropping won't work inside.
Besides, the notion of waking up being shot out of a cannon, on a ballistic course towards your spawn point sounds awesome... This would also help in two other ways, one, people are not just sitting there waiting for a timer, players dropping may be lucky and get a little information on enemy movements, and the best, almost evil part is that with a little control, we can literally drop in on an enemy...or on him.
I had my own contribution of thoughts to this as well, on a seperate thread:
King of Fools wrote:-Hot Drops (Skirmish/large scale Ambush) ~It is implied mercs are first deployed from an orbiting station or ship, based on the pre-game lobby and the fact that we have inertial stabilizers for slowing atmospheric descent. At the beginning of the match, players are spawned via a "hot drop" - they select a point on the map, and instead of waiting ten seconds are immediately dropped into the game high in the sky on that point of the map. Spawning near enemy territory or turrets will cause them to shoot you out of the air, preventing enemies from just landing on the objective at the beginning of the game. For the rest of the game, a drop beacon is by default located at each team's base and encompasses it's entirety, eliminating any worry about enemy teams simply spawn camping the defending team's spawn point(s).
A deployable drop beacon can be implemented as well, making it possible for allies (the entire team, not just the squad like the drop uplink) to drop in the area around the beacon (highlighted on the map by a blue circle when the beacon is selected as a spawn point). Players would simply select where in the blue circle they would like to spawn, and bam - they start dropping. If they handled their descent properly, they'll land and be immediately ready for battle, no black fade to screw them up and no enemies able to predict their landing point.
-Clone Reserve Unit ~Players should spawn inside the CRU, rather than outside. Black fade in represents the clone's "eyes opening". ~Make CRU larger to reciprocate multiple people spawning inside ~Doors on either side of the CRU. Shielded so that enemies can't shoot in, but friendlies can shoot out (no fish in a barrel for heavy gunners). In order to kill people inside the CRU, simply hack it to disable the bullet-cancelling effect of the shields. |
[Veteran_Jack McReady]
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Posted - 2012.06.18 08:23:00 -
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static spawn points should not exist in such a game.
imho the clone units should be able to launch your suits into a spot around the clone unit, a spot that you can select by yourself. |
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[Veteran_Prophet ISF]
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Posted - 2012.06.18 11:18:00 -
[31] - Quote
Agreed. But the spawn shield should work both ways. Can't fire in or out of it. |
[Veteran_Absolute Idiom]
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Posted - 2012.06.18 11:33:00 -
[32] - Quote
To quote myself from the other thread:
Absolute Idiom wrote:I'm not so bothered about being camped a CRU, but I am concerned that when a team has only the back-up spawn site remaining (and so have no choice about where to spawn) that they can be killed instantly.
Instead, this backup spawn site should be somewhere that the other team does not have line-of-sight access to. In Brink is was possible on some maps to be camped into the spawning area - but you'd only be killed as you tried to leave not as you spawned. And of course, this gives your team the opportunity to work together and bust your way out :). |
[Veteran_Auron Gormin]
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Posted - 2012.06.18 11:42:00 -
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Prophet ISF wrote:Agreed. But the spawn shield should work both ways. Can't fire in or out of it.
Yea than what would be the point of having it?
"I just spawned, and a douche with a heavy machine gun is behind me, he opens fire and it does nothing, I return fire, it does nothing, so i run away. He fallows, and mows me down as soon as the shields goes away."
Not being able to fire back while you have the protection would be like having a car and never driving it. |
[Veteran_Orin Fenris]
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Posted - 2012.06.18 12:02:00 -
[34] - Quote
the solution from a video-game standpoint is easy. Just "randomize" the spawn points.
From a story standpoint, I like the idea of being able to select a spawn reserve and "drop in" on it, but how would this work for Ambush (TDM), or any other modes where there isn't an MCC in the air? Or clone reserves, for that matter?
Also, explain how we are spawning at the lettered objectives, where there are no CRU's? IMO Not everything can be explained, and balanced. At some point it has to stop being a space sim, and actually be a video game. IMO Balance and Fun/Flow take precedence over lore/logic. You may mock the other FPS games out there, but the fact is, CoD isn't so popular just because kids find it fun or whatever. A lot of people, including adults/women/etc. find CoD/Battlefield/Halo/etc. fun. I'm not saying DUST should be like those games, but certain aspects of those games are good fundamentals to aim for. Things that make the overall experience more simple, easier to jump in.
DUST has a different feel, and should not be easy. but I've seen GREAT ideas be shot down because "they've been done before". That is a really, REALLY bad excuse to not include a feature. IMO DUST should IMPROVE on those features, not condone them because some other series or FPS has used something like it, and made it work well.
Anyway, sorry, kinda got off topic there. I think spawning should just be randomized. I'm more concerned about the actual spawn timer. Having to wait 10 seconds AFTER you chose a spawn point is not very user-friendly IMO. I really like the idea of the timer counting UP after you suicide (bleed out). and if you wait 10 seconds, you can spawn at a CRU/letter/drop ship, if you wait ~20 seconds (or whatever the required time is, the actual time would have to be displayed, you can spawn at a drop uplink/etc. |
[Veteran_Templar Two]
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Posted - 2012.06.18 12:33:00 -
[35] - Quote
No randomization: keep the players in control. Also true randomization in't possible (ATM in the world a true randomization algorithm doesn't exist) and there will always be a scheme behind our respawn.
Now, the best systems are: Free Spawn & Drop Points.
- Free Spawn.
Pro: is basically the ultimate anti-camping system since you can spawn wherever you like. Section 8 has it. Cons: you can spawn wherever you like: no more need for Drop Uplinks/CRU and taking objectives will become a walk in the park.
- Drop Points
Pro: You don't' spawn directly on the grounds. Cons: You can drop only in the radius of the Drop Point and so spawn-camping is still possible.
Drop point can become better with 2 things:
- Let me fire while falling...and we have already.
- When I fall we create a shock-wave that either kills or stun enemies; trade off = we cant' immediately shoot after that.
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[Veteran_JL Gotrocks]
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Posted - 2012.06.18 12:34:00 -
[36] - Quote
Orin Fenris wrote:the solution from a video-game standpoint is easy. Just "randomize" the spawn points.
Absolutely not.
There are only two things that they need to do to fix spawn camping(which doesn't happen to me all that often).
1) Don't have the screen fade in from black which lasts about two seconds when you spawn.Just pop into the battle.
2) Make red dots more visible when they are around your spawn.sometimes you can see them,but other times they don't show up.I'll see one guy,but there will be two other guys that didn't show up on the overhead map.
Randomizing spawn points makes no sense in a game like this where organization is critical. |
[Veteran_Templar Two]
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Posted - 2012.06.27 15:54:00 -
[37] - Quote
After playing today I can safely say that spawn-camping is becoming game-breaking. I don't care if this doesn't' get fix in this build, or in the next, just fix this before the release CCP. |
TiMeSpLiT--TeR
Planetary Response Organisation Test Friends Please Ignore
326
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Posted - 2012.06.27 18:01:00 -
[38] - Quote
Deployment should be similar to Starhawk by dropping from the sky. Just like in EVE trailer (Immortality). |
[Veteran_Templar Two]
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Posted - 2012.06.30 10:05:00 -
[39] - Quote
At this point I can't see a better solution to spawn camping than to have bunkers with "one way" shield doors. This is how they coudl work:
Bunkers contains CRU.
Bunkers have sensors that highlight enemies & remote charges in a TBD radius.
Shields doors protect anything form entering (people, bullets, explosives) once you exit the bunker you can't re-enter it.
Bunkers can be hacked externally but it takes twice then with CRU.
Of course Bunkers would be far more resistant then CRU so it won't be easier to destroy them; this should encourage Hacking far more at least. |
Zat Earthshatter
Osmon Surveillance Caldari State
304
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Posted - 2012.06.30 10:10:00 -
[40] - Quote
TiMeSpLiT--TeR wrote:Deployment should be similar to Starhawk by dropping from the sky. Just like in EVE trailer (Immortality). Judging from where your post is located -between two "veteran" posts-, you managed to live up to your name... I fear you now Universe implosion aside : I would like to see a orbital shock-drop sometime in the future. I imagine a recon cruiser uncloaking at enemy system, then dropping a clone unit to set up a beachead before the main invasion. |
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Templar Two
Villore Sec Ops Gallente Federation
459
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Posted - 2012.06.30 10:30:00 -
[41] - Quote
OB are the ultimate anti-camping tool...too bad we need EVE players otherwise all matches will be campers free ;) |
Sylwester Dziewiecki
Doomheim
83
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Posted - 2012.06.30 12:28:00 -
[42] - Quote
Forums Veteran wrote:I really think Dust needs spawn shields for a couple of reasons. One reason is that when i spawn sometimes right when i actually get into the game i will be dead literally. Another reason is so that you can get out of the way if someone happens to be next of the spawn. So you guys at CCP should make at least a 5 second spawn shield.
PLEASE CONSIDER THIS!!!!! NO to spawn shield, this is not a CoD or BF, this is not a solution of problem.
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Templar Two
Villore Sec Ops Gallente Federation
459
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Posted - 2012.06.30 12:35:00 -
[43] - Quote
^^^ Care to suggests a solution, one that we haven't already proposed? |
Taco Dropsuit
Seituoda Taskforce Command Caldari State
20
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Posted - 2012.06.30 12:50:00 -
[44] - Quote
I have a new and original idea, never thought of anywhere else.
When you spawn, you'll be invisible and walking straight at some random direction, you'll lose your invisibility after a few seconds or when you try to move manually. |
Drake-696
Doomheim
53
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Posted - 2012.06.30 14:08:00 -
[45] - Quote
Not sure the "best" fix but something needs to be done for sure. I've been guilty a time or three of lining up shots on a spawn site since it happens to me when spawning, too; tit for tat and all that.
I especially like the idea of the active sensors within a certain radius of a spawn point or something like that. Shields I'm not sure about as I see them being abused. People refuse to leave the shielded area and use it. It would have to ONLY work for people as they spawn in and then only for a short while. If a shield bubble were in place it would be used as a hiding place.
Further, perhaps the mission commander could select from one of multiple pre-designated spots around the spawn point to be the "active" spawn location. If the enemy starts keying in on it the commander could switch it. This would mean it would be less practical to sit aiming at exactly where people spawn every time as the spawn location would be variable. |
RydogV
57
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Posted - 2012.06.30 14:14:00 -
[46] - Quote
Sylwester Dziewiecki wrote:Forums Veteran wrote:I really think Dust needs spawn shields for a couple of reasons. One reason is that when i spawn sometimes right when i actually get into the game i will be dead literally. Another reason is so that you can get out of the way if someone happens to be next of the spawn. So you guys at CCP should make at least a 5 second spawn shield.
PLEASE CONSIDER THIS!!!!! NO to spawn shield, this is not a CoD or BF, this is not a solution of problem.
Well pretty sure neither of those games have spawn shields . COD has random spawn points (sorta) and BF3 allows you to spawn on your team. So not sure why you threw those games into the mix.
Killzone 3 has a very effective system of where you are impervious to enemy fire for the few seconds as you materialize into game. It is essential as Tactical Spawn Areas are fixed and without that mechanism, the enemy has too much incentive to just camp the TSA's and engage in a turkey shoot.
From what I have seen in-game so far, Dust pretty much has fixed spawn points as well. When you spawn at A, B or C...or the clone materialization units, I always seem to spawn at the same place every time. So it is pretty easy to anticipate where the enemy is going to come from once you have hacked an objective.
I have been spawn camped by snipers, tanks, heavies and drop ships already and there is no counter to it. A few seconds to get your bearings and try and react isn't too much to ask. Either that or develop multiple points around an objective to spawn into randomly.
However, we are playing on one map in one game mode...over and over...so it is no wonder that folks pick up on the spawns fairly quickly. I presume when the game goes live folks will be playing on a variety of locations and with different objectives. So without the familiarity each time, spawns may not be a big an issue. |
Rafgas first
BetaMax.
18
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Posted - 2012.06.30 15:26:00 -
[47] - Quote
Forums Veteran wrote:i still think the best method would be to have a drop blast from your decent (spawn) that would kill spawn campers, would act kinda like a telafrag)
This and perhaps 2, 3 or 4 of the 10 second timers would be on planet, while the drop pod dismantles around you. The pod will give you massive armor(since it needs to be able to penetrate any atmosphere) to survive lots of stuff and get some situational awareness before you gain control of the character. |
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