MrShooter01
Ustio Mercenary Squadron
1
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Posted - 2015.12.22 20:42:00 -
[1] - Quote
Alena Asakura wrote:REDBACK96USMC wrote:If you let them lay there, they can either respawn on the fastest link (3 seconds is the fastest) if available or wait for their revive timer to run out.
If you clone (ensure the body cant be revived) They are stuck with a 10 second spawn and loss of the clone.
Better just to finish them off. Why are they stuck with a 10 second spawn? And even if it's 10 seconds how is it better to get them back into the match (on the other team) than to let them lay there waiting and then have to respawn anyway? What benefit is there to you or your team to finish them off? Do you get more points? Is there some bonus to you for getting the other team's player back into the match faster? Please do elaborate. I still can't see how finishing off a clone benefits you or your team in any way.
Allow me
When you are bleeding out in dust, every second you spend on the ground is subtracted from your respawn time, down to a minimum of 3 seconds. This is why you see the timer counting down on all available spawns on the map when you mash "continue" after getting downed. You can take a quick look at the map while your timers are going down, assess where you are needed most, change fits, and by the time you're ready to deploy you'll be there in 3 seconds. This really helps when your team has crappy standard or mediocre advanced drop uplinks down.
Even the few seconds it takes for the Killed By window to appear and load up the map count, you'll often be down to 6-5 seconds if you're trying to select a spawn as quick as you can, and every second counts when you want to spawn back on a control point being attacked by the enemy. If a spawn point pops or gets hacked, you'll only waste a few moments spawning on the next nearest one. AND ON TOP OF ALL OF THAT, YOU CAN STILL BE REVIVED. You can call for help before even opening up the map and looking around, and until you actually select a spawn point, you're revivable. You can actively monitor your corpse on the map and determine whether or not it is likely you will be revived, and pretty much immediately respawn anywhere you want if it doesn't look good.
But when someone terminates your clone, THE RESPAWN TIMER DOESN'T COUNT DOWN UNTIL YOU SELECT A SPAWN. Don't take my word for it, go start a domination/skirmish map, intentionally fall to your death from the MCC. Observe the spawn times. Now overcook a grenade or sit on top of a RE. Observe the longer spawn times.
Every single second you spend waiting for the kill screen to load after being terminated, pressing continue, and selecting a point on the map to respawn is working against your team. Now you're taking upwards of 15-20 seconds to spawn when you add all those seconds together, and the things that can go wrong will start piling up. You can't react to a point or CRU being hacked because they WILL finish the hack before you spawn in, and you'll have just wasted that attempt. The uplink you spent 10 seconds waiting on after selecting it can pop... maybe the control point/CRU gets hacked when you were down to 2 seconds... and each time, you're back to waiting the full spawn time of every alternative spawn point you try. Tried to spawn on two uplinks that both popped? You've wasted another 15 seconds, and you still need to wait at least 10 seconds on your next attempt!
If you're really lucky, someone on your team might have proto uplinks and be alive on the field as a max skill amarr logi giving you a 4-6 second spawn option. Cause if they're dead or changed classes, you're back to 8-10+ seconds.
Terminating the clone of someone defending a point can decide whether you'll successfully hack it, or if you'll get shotgunned by the same guy.
When you terminate a clone with an explosive weapon or by shooting their corpse, you are potentially wasting enormous amounts of their time in the match... kind of like your Alliance's tactic in EVE. You were keeping people out of battle for longer by letting their pod live. But this isn't EVE, and you tried to apply that tactic without correctly adapting it to suit the game. Here, you're slowing down their respawn by terminating them.
Not that you should ALWAYS terminate every chance you get, not every tactic is one-size-fits-all. As you know, keeping your sights on someone you expect to call for a revive can get you a bonus kill on them and maybe the logi too.
This is a game mechanic that has been around as far as I know since the beginning, though I've only noticed it since the patch that significantly nerfed spawn times on uplinks. WHY it works this way? I couldn't tell you. I didn't design the damn game. But that's the way it is. Something you should have noticed, asked about, or been told about before now. Definitely before making a thread about "the IQ or age of dust players" implying everyone else acting on information you don't know about to be some low IQ children unworthy of playing the same game as you.
Which doesn't reflect very well on your own maturity btw
TL:DR All spawn timers count down while bleeding out allowing you to get back to battle faster if you choose not to be revived, they don't while you're terminated and you must wait the full 10 seconds every time, you should therefore terminate your enemy if the situation allows and you don't want to be shot in the back by them too soon |