Pages: 1 [2] :: one page |
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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
MiRaza247
Crux Special Tasks Group Gallente Federation
0
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Posted - 2012.06.29 11:56:00 -
[31] - Quote
carl von oppenheimer wrote:They should add more spawns out side the walls so that team A can start from other side of the complex and vice versa or from the middle (with a small immunity timer) if they so choose. 5s immunity timer would help a lot with the current spawning mechanics.
I agree with a sort of spawn protection. I spawned and an enemy was waiting behind me and my teammates spawn killing us... lame i say LAME |
Moorian Flav
Ectype Inc.
20
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Posted - 2012.06.29 13:36:00 -
[32] - Quote
There is definitely still an issue. One enemy figured out where the spawn in was for an objective and merely spawncamped the spawn rather than taking the objective. As Nova Knife said though, this is a known issue and intends to be fixed. |
BAD FURRY
Hellstorm Inc League of Infamy
247
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Posted - 2012.06.29 13:46:00 -
[33] - Quote
GM Nythanos wrote:You can also use Drop Uplinks to create spawn points for your team in different locations currently.
who made this guy a dev?
stop sitting there and fix the dam spawns it dont take to much code to fix this and make the spawns at all spawn points random so that players dont have to put up with this
seeing how your a dev and i a beta tester i dont fined the relpy funny and the same with ever one els
yes you can drop spwan point but if your camped or no one has them your F##$$D ! if i spawn at A i should spawn at A but not in the same place by A all the time ! |
SurgeTheDrink
Osmon Surveillance Caldari State
0
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Posted - 2012.06.29 13:57:00 -
[34] - Quote
Well i saw the MAG Spawn idea, I didnt really like it because people would sit there and just farm exp from the match and make everyone do the work... I think there should be benefits for travelling with your squad leader or squad at the time, I personally like the squad leader idea from Battlefield 3, to get you right back into the action and back each other up, I personally think thats what these games are all about is teamwork if each squad is doing thief job it would make it fun for the rest of us. |
Dan Centauri
Crux Special Tasks Group Gallente Federation
15
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Posted - 2012.06.29 14:44:00 -
[35] - Quote
Drop ships can act as mobile spawn points, easily bringing new guys onto the field. Just need to get some peoples SP back up to see them used properly.
Spawning at a point being captured is generally a bad idea, spawn some distance away and take the trek in militia LAV or drop ship. I found I died no where near as much if I actually stepped back from the engagement and went into it on my own terms. After all there is no point spawning close just to die and have to wait 10 seconds to spawn again to die once again.
The more people that use comms the better too, being notified of campers near objective A for example is really helpful, spawn at B and go for a stroll over to them.
The only niggle for me is remote explosives on spawn points, spawn points should be much wider to prevent this. |
Corvus Ravensong
Skyel Industries Subspace Exploration Agency
179
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Posted - 2012.06.29 14:57:00 -
[36] - Quote
BAD FURRY wrote:GM Nythanos wrote:You can also use Drop Uplinks to create spawn points for your team in different locations currently. who made this guy a dev? stop sitting there and fix the dam spawns it dont take to much code to fix this and make the spawns at all spawn points random so that players dont have to put up with this seeing how your a dev and i a beta tester i dont fined the relpy funny and the same with ever one els yes you can drop spwan point but if your camped or no one has them your F##$$D ! if i spawn at A i should spawn at A but not in the same place by A all the time !
When did you have your lobotomy done?
GM =/= dev
Game Masters review petitions and enforce in game rules and institute bans. Developers write the code and actually make the game.
That said - if you rattle a GM's chain too hard, he might decide banning you for life is worth getting written up for.
Actually, come to think of your other thread, I think you are just taking it out on the forums because the Devs took your noob tube away and now you are getting WTFPWND because you got used to the old swarm launcher and let your skills atrophy.
TL:DR GM's swing the banhammer, Devs make the game - get a clue. |
Tark-a-Lark
Crux Special Tasks Group Gallente Federation
4
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Posted - 2012.07.01 03:32:00 -
[37] - Quote
As mentioned above spawn camping and just having to pick a class every time gets very old. Additionally the very first spawn in a match can take like 30 seconds to load the class menu if you have a lot of classes.
I know its in the known bugs but can there be like "(press triangle to) spawn as fav **name of fav class**" |
SuperKing BigNuts
Trinity Council Test Alliance Please Ignore
19
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Posted - 2012.07.01 04:27:00 -
[38] - Quote
my only real complaint is that the drop uplinks take 2x as long to spawn in at, if i make it out of a spawn 2 out of 3 times, i can generally get back to the fight more consistantly than using a drop uplink.
Checked market, there are 'flux' drop links that allow faster spawn times, but i cant see the timer stats to see or verify they actually work as advertised(or confirm if theyd keep up with luck and default spawning). i also see 'stable' uplinks that state 'reduces the pg/cpu reqs of the unit' but they have same fit costs as the rest?
only confirmation i can find from the market is quantum and gauged actually have any sort of modified attributes, for standard issue, quantum: 12 spawns, gauged: 2 active from 10/1 respectively.
i also approve of the idea of "press (arbitrary button) to spawn default fitting" to save menu shuffling |
Auriel Aedean
Gunslingers Corporation. GmbH
20
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Posted - 2012.07.01 04:30:00 -
[39] - Quote
Just a suggestion regarding spawning: Perhaps if we were dropped in a capsule (or just free falling), and perhaps having a skill to allow greater ability to control where you fall.
By fall-spawning (with the KE barrior), it could give you enough legway to avoid death upon spawn. |
Khan Unn
Zumari Force Projection Caldari State
2
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Posted - 2012.07.01 04:52:00 -
[40] - Quote
There is a map that has indicators with what is in the local area, it's not wise to spawn at the base that is being taken over.. |
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Baal Roo
Subdreddit Test Alliance Please Ignore
811
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Posted - 2012.07.01 05:12:00 -
[41] - Quote
SuperKing BigNuts wrote: Checked market, there are 'flux' drop links that allow faster spawn times, but i cant see the timer stats to see or verify they actually work as advertised(or confirm if theyd keep up with luck and default spawning).
Unfortunately they DO NOT currently reduce spawn time. |
SuperKing BigNuts
Trinity Council Test Alliance Please Ignore
19
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Posted - 2012.07.01 05:13:00 -
[42] - Quote
good to know, glad i had the chance to confirm work in progress b4 jumping at the piece of candy i just found |
Primus Core
Brimstone Tactical Covert Intervention
22
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Posted - 2012.07.01 07:33:00 -
[43] - Quote
Posting this here, since this thread is about spawns:
We were promised spawns that would be in a more randomized area. However, what we got was the spawns happened in a slightly (heavy emphasis on the slightly) larger radius, making still all to easy to spawn camp a specific location. Just because they spawned two feet further to the left doesn't mean I can't just scoot my reticle over a bit and unload into them.
When I heard randomized spawns, I was thinking a much larger area. Maybe a spawn point has more than one point the player could spawn in, or maybe spawns should occur in an area with a much larger radius or area of effect. If I spawn at A, I shouldn't only be spawning under the bridge, but also maybe next to the structure, or on the north side of A. If I spawn on an objective, the enemy shouldn't be able to predict which area I'll show up in with a 100% success rate. |
Mirun Hirute
Algintal Core Gallente Federation
111
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Posted - 2012.07.01 07:38:00 -
[44] - Quote
Want to toss in my two cents here as well. I've only been playing for an hour or so now, and the spawn system seems incredibly unclear. Default spawn point? Sure...Wherever that is. Spawn at specific location? Okay....Wherever that is. Biggest problem I'm having right now is figuring out what the spawn point icon even is.
Edit: This was not in Skirmish mode, to be clear. |
Avinash Decker
BetaMax.
25
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Posted - 2012.07.01 18:28:00 -
[45] - Quote
Maybe a " hot drop" system similar to section 8 or starhawk would work? I mean they are drop suits |
Auriel Aedean
Gunslingers Corporation. GmbH
20
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Posted - 2012.07.01 19:25:00 -
[46] - Quote
Avinash Decker wrote:Maybe a " hot drop" system similar to section 8 or starhawk would work? I mean they are drop suits
Suggested this on page 2 via a reply. Seeing as we can already drop from certain spawn points, shouldn't be too hard to implement (with the player having to activate the inertia barrier to avoid dying).
Perhaps throw in a skill to allow greater control over where you fall, as well. |
Ziva Domini
Osmon Surveillance Caldari State
6
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Posted - 2012.07.01 19:33:00 -
[47] - Quote
I was actually just coming here to fume about this. I just went 1/9 in a game because the enemy parked a ship on top of a building in a manner that could cover 2 spawn locations. So about 6 times I died in the amount of time it took for me to take about 1 step.
I didn't have time to find someone to kill much less capture anything. |
Mako LandSharkX
Goggles Inc.
48
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Posted - 2012.07.01 19:34:00 -
[48] - Quote
GM Nythanos wrote:You can also use Drop Uplinks to create spawn points for your team in different locations currently.
I've found drop links more useful in skirmish where you can place the link somewhere where the action isn't focused. In ambush however the maps tend to be smaller and the action and map is more evenly dispersed limiting hidden drop locations or making them easier to spot and take out quickly. On top of that the respawn timer ffrom drop links is so much longer then defaults it feels less and less viable in ambush matches.
I'm not gonna say it hasn't been useful-but I think giving a bit more control and awareness of your spawn locations in ambush would be good for the mode.
*In support of others mention of hot drop options* When I saw footage of people jumping out of dropships and activating that soft landing thing I imagined something similar being in place for manual spawns that you had some choice/control over. Not being able to drop anywhere you want on the map-but being able to maybe aim within a few designated 'spawn zones' and drop in with that landing animation so you cant instantly get the jump on somoene kinda thing. This could still be added to drop links and default spawns as we pretty much spawn randomly within the area-just give us some control over where....and who doesn't like using those inertia dampeners or whatever the safe landing tech is called? Of course this would only work for outdoor spawn locations... |
minifiji
Circle of Huskarl Minmatar Republic
2
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Posted - 2012.07.01 21:04:00 -
[49] - Quote
I do find spawn camping in skirmish to happen a bunch, and ambush you never have a "safe spawn" either |
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