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Thread Statistics | Show CCP posts - 0 post(s) |
[Veteran_Izzy Maffia]
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Posted - 2012.06.23 00:21:00 -
[1] - Quote
I think 10 second spawn after the selection seems a little long....I was wondering if there was a possibily of putting it down to like 5-7 seconds....after all....the fittings should be taken care of before spawning and spawn location pick has already been picked. |
[Veteran_Kori Hare]
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Posted - 2012.06.23 00:22:00 -
[2] - Quote
Izzy Maffia wrote:I think 10 second spawn after the selection seems a little long....I was wondering if there was a possibily of putting it down to like 5-7 seconds....after all....the fittings should be taken care of before spawning and spawn location pick has already been picked.
OMG SERIOUSLY????/ Are you really complaining about this!!! What kind of person are you to complain about something like this!!!! |
[Veteran_Kori Hare]
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Posted - 2012.06.23 00:22:00 -
[3] - Quote
Kori Hare wrote:Izzy Maffia wrote:I think 10 second spawn after the selection seems a little long....I was wondering if there was a possibily of putting it down to like 5-7 seconds....after all....the fittings should be taken care of before spawning and spawn location pick has already been picked. OMG SERIOUSLY????/ Are you really complaining about this!!! What kind of person are you to complain about something like this!!!!
Just kidding sweetheart....I love you.
Oh...and I agree with you too!!! |
[Veteran_Skytt Syysch]
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Posted - 2012.06.23 02:31:00 -
[4] - Quote
The problem is hacking a clone unit is about a 5 second hack. It would make it stupidly hard to try to take one of those over, because you kill a guy (while you're likely not standing pressed up against the hack point), and he spawns right around the time you finish hacking, and he kills you before you can turn around, and then you do the same to him, because that unit's yours now, etc.
Lowering the hack time to offset the change would make it impossible to prevent. |
[Veteran_Gene Dravon]
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Posted - 2012.06.23 02:43:00 -
[5] - Quote
10 seconds is nothing, there are other games which have spawn times of up to 30 seconds. People are just spoiled with games where they can instantly respawn after they die.
And yes like the person before put, any shorter of a spawn time and it would become practically impossible to capture hostile clone reserves.
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[Veteran_Iron Wolf]
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Posted - 2012.06.23 02:48:00 -
[6] - Quote
How about tie it into a skill 1 second off per level? |
[Veteran_Gene Dravon]
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Posted - 2012.06.23 02:49:00 -
[7] - Quote
Iron Wolf wrote:How about tie it into a skill 1 second off per level?
Which would reduce it to a point where it would then be impossible to capture enemy spawns because people could spawn in 5 seconds.
Reducing spawn time to anything less than 10 seconds is just a bad idea. |
[Veteran_Baal Roo]
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Posted - 2012.06.23 04:39:00 -
[8] - Quote
IMO, 10 seconds is already too short. I'd put it at 15 seconds, minimum. Getting a kill should be a tactical advantage that puts your side up by a body long enough to effect the battlefield. slowing down the spawn as much as possible will reduce rush tactics and lead to better teamwork.
The way it is now, it already basically reduces down to an arena shooter once the attackers get into the defender's base. |
[Veteran_Izzy Maffia]
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Posted - 2012.06.23 05:01:00 -
[9] - Quote
Skytt Syysch wrote:The problem is hacking a clone unit is about a 5 second hack. It would make it stupidly hard to try to take one of those over, because you kill a guy (while you're likely not standing pressed up against the hack point), and he spawns right around the time you finish hacking, and he kills you before you can turn around, and then you do the same to him, because that unit's yours now, etc.
Lowering the hack time to offset the change would make it impossible to prevent.
That makes sense....I didn't think of that. Thanks for the clarity love |
[Veteran_Ivan Foley]
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Posted - 2012.06.23 06:28:00 -
[10] - Quote
The problem I have with the spawn timer is when, say, a spawn beacon deactivates with 3 seconds left, then a clonevat gets taken, I find I spend 30-40 seconds trying to spawn once. A more intuitive spawn sytem would be nice. Automatically picking my class could save time, as well as an automatic transfer to another spawn point. The current spawning system requires a bit of mangement, and under the right[wrong] circumstances, can be quite frusterating. |
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