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[Veteran_Moejoe Omnipotent]
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Posted - 2012.06.26 04:09:00 -
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You shouldn't have to navigate through menus and select your loadout before the timer will begin. Have the timer begin immediately after you bleed out. Once it reaches zero, it shouldn't automatically spawn you but give you a "ready to spawn" message and spawn you once you've picked your loadout. The current system wastes a lot of time and people like to get into the action as soon as possible. |
[Veteran_theschizogenious]
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Posted - 2012.06.26 04:18:00 -
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its because you can be rezzed that they dont do that.
but i would like to see faster respawns like reducing the time to 5 seconds would be awesome.
oh and whats up with i spawn in back by a after dying get to 1 sec and a ninja takes the clone reserve cause he only needs 2 seconds to do it an got there after the majority of my time was up. when that happens you should be able to choose another spawn and only have whatever time was left. |
[Veteran_Moejoe Omnipotent]
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Posted - 2012.06.26 04:32:00 -
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theschizogenious wrote:its because you can be rezzed that they dont do that.
but i would like to see faster respawns like reducing the time to 5 seconds would be awesome.
oh and whats up with i spawn in back by a after dying get to 1 sec and a ninja takes the clone reserve cause he only needs 2 seconds to do it an got there after the majority of my time was up. when that happens you should be able to choose another spawn and only have whatever time was left.
I mean the timer should begin right after you bleed out, not while you're laying on the floor. Once you're at the respawn screen you can't get revived. |
[Veteran_Skytt Syysch]
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Posted - 2012.06.26 05:44:00 -
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I'll say what I say in every one of these threads:
Allowing the timer to tick down before choosing a spawn point allows you to insta-spawn on top of someone trying to hack one of your clone units. This is unfair to that person.
Dropping the spawn time lower than what it currently is also makes taking over a hostile clone unit incredibly difficult, because you're likely not looking at the hack point when you finish killing the guy who's going to spawn right back there and shoot you in the back before you finish hacking because he can now spawn as quickly as you can hack. |
[Veteran_Asher Night]
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Posted - 2012.06.26 06:15:00 -
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Skytt Syysch wrote:I'll say what I say in every one of these threads:
Allowing the timer to tick down before choosing a spawn point allows you to insta-spawn on top of someone trying to hack one of your clone units. This is unfair to that person.
Dropping the spawn time lower than what it currently is also makes taking over a hostile clone unit incredibly difficult, because you're likely not looking at the hack point when you finish killing the guy who's going to spawn right back there and shoot you in the back before you finish hacking because he can now spawn as quickly as you can hack.
I know this game isn't MAG, or B3, but both those games let you do this kind of thing and no one complains about it on their forums.
Skytt Syysch wrote:Allowing the timer to tick down before choosing a spawn point allows you to insta-spawn on top of someone trying to hack one of your clone units. This is unfair to that person.
Isn't this why you are supposed to be working as a team? How foolish is it from a strategic standpoint to charge an enemy spawn point by yourself. Think about it. The only reason this kind of thing works now is because there are no clans/grouping system/real strategy in Dust. I suspect hacking a clone reserve unit by yourself will be much more difficult when the game drops.
I think the potential cons outweigh the potential pros regarding this subject right now. There are so many ways to get pushed back and have to re-wait to spawn. The enemy could take both objectives, you could be close to spawning then two people run up and start hacking, a tank could roll by and blow up the spawn point.
It's just not worth it. Just let us wait the 10 seconds then spawn whenever we want. How many people are going to be so pathetic to wait in one position all game to jump out? I'm sure plenty, but if you work with a squad, I doubt enough people will jump out to overcome your entire squad repeatedly, and if they do, just go to another spawn point. |
[Veteran_Skytt Syysch]
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Posted - 2012.06.26 06:34:00 -
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Asher Night wrote:Skytt Syysch wrote:Allowing the timer to tick down before choosing a spawn point allows you to insta-spawn on top of someone trying to hack one of your clone units. This is unfair to that person. Isn't this why you are supposed to be working as a team? How foolish is it from a strategic standpoint to charge an enemy spawn point by yourself. Think about it. The only reason this kind of thing works now is because there are no clans/grouping system/real strategy in Dust. I suspect hacking a clone reserve unit by yourself will be much more difficult when the game drops. I think the potential cons outweigh the potential pros regarding this subject right now. There are so many ways to get pushed back and have to re-wait to spawn. The enemy could take both objectives, you could be close to spawning then two people run up and start hacking, a tank could roll by and blow up the spawn point. It's just not worth it. Just let us wait the 10 seconds then spawn whenever we want. How many people are going to be so pathetic to wait in one position all game to jump out? I'm sure plenty, but if you work with a squad, I doubt enough people will jump out to overcome your entire squad repeatedly, and if they do, just go to another spawn point.
I'm not incredibly well-versed in the lore aspect of the EVE universe, but doesn't the time to spawn factor into your clone having to be built, or synced up with you or something along those lines? From what I've heard, you're not supposed to be able to just insta-warp your clone to a completely different area and have it pop out with no preparation time.
Also, it's not necessarily a factor of one person trying to take over a clone unit on their own, but rather the last defender there calling out over comms that he wasn't able to hold it down and that anybody that's currently waiting to spawn should spawn there, bringing in the guy who only had 2 seconds left to spawn somewhere else, but hey now he's gonna teleport over where he's needed, so he can be a diversion long enough for everyone who was defending before can come back before it's hacked.
As it is right now, if you get overrun, the unit's gone. I personally feel that's the way it should be. Their attack succeeded, they should be able to advance. While it is "tactical" to play a man down and always keep someone on the spawn screen so they can be insta-defender wherever they're needed, I don't feel that that's something that should be allowed. |
[Veteran_Asher Night]
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Posted - 2012.06.28 06:41:00 -
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Forums Veteran wrote:Asher Night wrote:Skytt Syysch wrote:Allowing the timer to tick down before choosing a spawn point allows you to insta-spawn on top of someone trying to hack one of your clone units. This is unfair to that person. Isn't this why you are supposed to be working as a team? How foolish is it from a strategic standpoint to charge an enemy spawn point by yourself. Think about it. The only reason this kind of thing works now is because there are no clans/grouping system/real strategy in Dust. I suspect hacking a clone reserve unit by yourself will be much more difficult when the game drops. I think the potential cons outweigh the potential pros regarding this subject right now. There are so many ways to get pushed back and have to re-wait to spawn. The enemy could take both objectives, you could be close to spawning then two people run up and start hacking, a tank could roll by and blow up the spawn point. It's just not worth it. Just let us wait the 10 seconds then spawn whenever we want. How many people are going to be so pathetic to wait in one position all game to jump out? I'm sure plenty, but if you work with a squad, I doubt enough people will jump out to overcome your entire squad repeatedly, and if they do, just go to another spawn point. I'm not incredibly well-versed in the lore aspect of the EVE universe, but doesn't the time to spawn factor into your clone having to be built, or synced up with you or something along those lines? From what I've heard, you're not supposed to be able to just insta-warp your clone to a completely different area and have it pop out with no preparation time. Also, it's not necessarily a factor of one person trying to take over a clone unit on their own, but rather the last defender there calling out over comms that he wasn't able to hold it down and that anybody that's currently waiting to spawn should spawn there, bringing in the guy who only had 2 seconds left to spawn somewhere else, but hey now he's gonna teleport over where he's needed, so he can be a diversion long enough for everyone who was defending before can come back before it's hacked. As it is right now, if you get overrun, the unit's gone. I personally feel that's the way it should be. Their attack succeeded, they should be able to advance. While it is "tactical" to play a man down and always keep someone on the spawn screen so they can be insta-defender wherever they're needed, I don't feel that that's something that should be allowed.
I hear what you are saying and the lore part makes sense, but I just don't see people waiting at a spawn screen possibly the whole game to pop out upon one person planting. What would they do after they got the kill? Just kill themselves again and wait?
I just don't see this being a big enough problem to wreck the game. Snipers hiding on the top of mountains/buildings regular people can't get to are way more bothersome, since they shoot you without you knowing where they are as you hack and take you out in one hit but I doubt anything will be done about it.
Plus if you have just two people rush a spawn unit one person can hack and the other person can watch the spot all new enemies appear, since the spawn spot is always the same, so the whole idea of one person defending their spawn by waiting to pop out is not realistic in my opinion.
In MAG (I KNOW THIS ISN'T MAG), people could wait in their bunker, pop out when an enemy goes to plant, shoot them, defuse the plant and hop back into the bunker. Plus the bunker had a missile launcher, a machine gun, and was also a spawn point. Plus many bunkers could see the ones directly next to them and offer immediate support. No one complained about this. Taking down bunkers was no problem whatsoever when your one squad would rush the same bunker organized even though the bunker had a full squad spawning on it aswell and machine guns and missiles AND couldn't be destroyed just by shooting it with a tank.
Even now you still have the possibility of an enemy suddenly appearing when you walk up to hack, so it's not as if you shouldn't already be aware. You should not have to re-wait 10 seconds every time you are forced to change your spawn point. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
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Posted - 2012.06.28 07:09:00 -
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Well for the record, I think the 10 seconds is just fine for a respawn counter. And I do understand where you're coming from Moejoe, the extended time dealing with menus can be frustrating, however I think its a very touchy system that needs to be approached carefully. For example in Killzone 3, people were able to respawn so quickly that it was difficult to take Tactical Spawns unless you killed the guy in the spawn zone, because if you didn't he would respawn before you could neutralize the spawn point. Its incredibly frustrating when you have Tacticians endlessly pouring out of a spawn point, even if you kill them it can sometimes be impossible to take that spawn.
I'm not saying Im against the idea, I just think it needs to be evaluated and timed very carefully.
One thing I would like however is more visible indicator that a spawn point is being hacked, nothing is worse than picking a spawn point, having it count down from 10 to 1 and then being booted to a different spawn because someone finished hacking it at that moment. At leas that way you are not wasting time trying to spawn in a CRU that's currently being hacked, and can pick an alternate spawn instead. |
RydogV
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Posted - 2012.06.28 23:51:00 -
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Ten seconds is kinda long but there is a lot going on so I don't think I would notice as much if they did what the initial post suggested. Begin the spawn time the minute you bleed out or hit the suicide button. Then we can pick a spawn and choose a loadout while the clock it ticking. If you did that, I doubt as many folks would have as much issue this the ten seconds it takes.
But do not have auto respawn...just keep it in a hold once the timer reaches zero. |
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