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Asher Night
Villore Sec Ops Gallente Federation
79
|
Posted - 2012.06.27 07:50:00 -
[1] - Quote
I am so sick and tired of
- Being in an epic firefight with someone when suddenly two of his buddies spawn in a corner right behind me.
- Spawning on the complete opposite side of the map from my teammates with enemies completely between us.
- Spawning right next to, right next to, an enemy tank, which happened to me twice in a row in one game tonight.
- Spawning in the middle of a firefight.
etc, etc...
Fix this.
It's hard to use teammwork when the team is spread about like a hurricane happened in a china shop. CCP needs to implement some sort of proximity spawning system so you generally spawn near your teammates. Battlefield 3 had this, so did Resistance. I don't play CoD but I wouldn't be surprised if they had it too.
EDIT - I made this topic with Ambush in mind since it was the only game mode available at the time. So, all the thoughts and opinions in this post are regarding Ambush, but there is an overal spawn problem in the game. You shouldn't spawn in the exact same spot everytime when you chose any location; uplink, CRU, default, whatever. That's how you get spawn camped. |
Baal Roo
Subdreddit Test Alliance Please Ignore
811
|
Posted - 2012.06.27 08:06:00 -
[2] - Quote
Asher Night wrote:I am so sick and tired of
- Being in an epic firefight with someone when suddenly two of his buddies spawn in a corner right behind me.
- Spawning on the complete opposite side of the map from my teammates with enemies completely between us.
- Spawning right next to, right next to, an enemy tank, which happened to me twice in a row in one game tonight.
- Spawning in the middle of a firefight.
etc, etc...
Fix this. It's hard to use teammwork when the team is spread about like a hurricane happened in a china shop. CCP needs to implement some sort of proximity spawning system so you generally spawn near your teammates. Battlefield 3 had this, so did Resistance. I don't play CoD but I wouldn't be surprised if they had it too.
Well, generally speaking, we will be spawning out of cloning units, drop uplinks, or dropship. Im pretty sure the "default spawning" for these ambush games is just a place holder. |
Asher Night
Villore Sec Ops Gallente Federation
79
|
Posted - 2012.06.28 06:25:00 -
[3] - Quote
Baal Roo wrote:Asher Night wrote:I am so sick and tired of
- Being in an epic firefight with someone when suddenly two of his buddies spawn in a corner right behind me.
- Spawning on the complete opposite side of the map from my teammates with enemies completely between us.
- Spawning right next to, right next to, an enemy tank, which happened to me twice in a row in one game tonight.
- Spawning in the middle of a firefight.
etc, etc...
Fix this. It's hard to use teammwork when the team is spread about like a hurricane happened in a china shop. CCP needs to implement some sort of proximity spawning system so you generally spawn near your teammates. Battlefield 3 had this, so did Resistance. I don't play CoD but I wouldn't be surprised if they had it too. Well, generally speaking, we will be spawning out of cloning units, drop uplinks, or dropship. Im pretty sure the "default spawning" for these ambush games is just a place holder.
Not for Ambush, I don't think so. It seems like the maps are supposed to be smaller. And even in skirmish, you still have "Default Spawn Location" so your theory may not be true, friend.
I'm pretty sure the spawning is supposed to be like most other team deathmatch modes in other FPS's, ie, spawn on foot for the most part. The difference between Dust and the other games is that in Dust you spawn near enemies waaaaaaay more often. Usually this might happen later on in a match when the flow of the fight is rotating you around the map as people die, but in Dust it often seems to happen right off the bat.
Last night I spawned and it actually looked safe. I took two steps and noticed a red dot right behind me. He spawned literally where I did not even 5 seconds ago. Then another one spawned, then TWO MORE SPAWNED AT ONCE, all well within 20 feet of me, within 30 seconds. Amazingly I took them all out, probably because they were about as surprised as me to be so near enemies right when they spawn. It turned out okay for me but I know this kind of thing shouldn't happen. |
Lilianna Sentinel
Bragian Order Amarr Empire
295
|
Posted - 2012.06.28 07:29:00 -
[4] - Quote
I agree, but I think this comes back to the fact that Team Deathmatch is a really terrible gametype for Dust 514.
This will get fixed when more conquest type gametypes get added. |
carl von oppenheimer
Crux Special Tasks Group Gallente Federation
158
|
Posted - 2012.06.28 07:40:00 -
[5] - Quote
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. |
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GM Nythanos
CorpA Corp
127
|
Posted - 2012.06.28 15:42:00 -
[6] - Quote
You can also use Drop Uplinks to create spawn points for your team in different locations currently. |
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Dewie Cheecham
Villore Sec Ops Gallente Federation
677
|
Posted - 2012.06.28 15:55:00 -
[7] - Quote
GM Nythanos wrote:You can also use Drop Uplinks to create spawn points for your team in different locations currently.
Ambush is a VERY fluid engagement, a spawn point dropped one minute may be camped or surrounded the next. |
Kristoff Atruin
Subdreddit Test Alliance Please Ignore
324
|
Posted - 2012.06.28 16:08:00 -
[8] - Quote
But if you pick a defensible spot to drop it and have a few guys defending that area, then you have a cohesive force that is getting regular reinforcements rather than random dudes spawning halfway across the map. I played one match where that happened and we kicked ass. |
Kevales
Tronhadar Free Guard Minmatar Republic
2
|
Posted - 2012.06.28 16:15:00 -
[9] - Quote
Most of the time when I choose a selected spawn point in the TDM mode, it's gone before the 10 seconds are up. In a recent game, I was killed near-instantly on spawn twice in a row. Another time I spawned right behind a group of enemies.
Most games have a mechanism to spawn in a safe-ish location, to prevent frustrating and unpreventable spawn-death - either DUST doesn't have this and it's just happening to me more recently, or it's broken in the new patch. |
Knarf Black
Subdreddit Test Alliance Please Ignore
397
|
Posted - 2012.06.28 16:24:00 -
[10] - Quote
There was plenty of spawn camping in the previous build. I was in a match where the opposing team had tanks guarding nearly every spawn point within the complex. Most of the time we'd get blown to kingdom come before the textures had finished loading.
That said, it is kind of wacky that the teams are sharing spawns. I've had a couple occasions where an enemy would spawn in the same location as me almost at the same time. (Usually facing the other direction, thankfully.) |
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Wraith Phantasmo
Villore Sec Ops Gallente Federation
0
|
Posted - 2012.06.28 16:38:00 -
[11] - Quote
So many campers . . . . soooo many campers. . . . . . .
Mind you, with so many people camping, was really easy for me to zip about in the dropship and take all three points singlehanded!
Campers: Still sitting ducks. |
Nova's Knife
Seituoda Taskforce Command Caldari State
20
|
Posted - 2012.06.28 17:06:00 -
[12] - Quote
Spawning is also currently bugged/not working as intended. You're not supposed to spawn in the same spot every time, in relation to certain spawnpoints. But you do. They are working on a fix, though. |
Daxos Cavaletto
IMPSwarm Negative-Feedback
74
|
Posted - 2012.06.28 18:11:00 -
[13] - Quote
GM Nythanos wrote:You can also use Drop Uplinks to create spawn points for your team in different locations currently.
Sorry Nythanos but the "if you dont like to get spawn camped use drop link" is complete and utter bull@#$%.
1 - it is wrong to assume just because there is a CRU or object not being camped on other side of map that its good enough. We all know 100% of us will spawn as close as we can to the conflict. Don't try and hide behind this or use drop uplink
2- Having used uplinks and drop ships with uplinks in the last build. The majority of the time they are blown up before they are used. There are few spots in the maps so far that are useful to spawn and hidden enough to be worth while.
3-You are making spawning to important of an issue. Scrap it and try something different. Tactical fpsmmo shouldn't have main focus on how and where to spwan.
4-CASUAL game play and CASUAL players will not like being camped all the time and you can't expect players to use all the equipment in casual play. Right now I hack objective and go stand by nearest spawn point and wait. Or just wait next to cru to get free kills.
I could go on. You should listen in on matches the main complaints in spawn camping still |
Steve Corsi
Algintal Core Gallente Federation
2
|
Posted - 2012.06.28 18:18:00 -
[14] - Quote
I think it should work more like this:
For drop-based spawns, after a certain amount of time you're committed to the drop (having been dropped). You'll land there even if the area changes hands while you fall. HOWEVER, during the drop you get a good, tactical view of the vicinity and can see friend/foe icons (and transmit them to team mates as usual). You can also see (and attempt to influence) the spot and facing where you'll land.
For clone vat spawns, do something similar. Once you're committed (maybe half the spawn time?) you can, while partially formed, look around using cameras installed on the unit. Once you're ready, the device doesn't boot you out immediately (unless it got hacked while you were forming). Instead, you're given some time to decide when to exit. Probably force you out if you don't leave after X seconds (or, again, if the machine is hacked).
Either way, make the transition between deploying and deployed seamless. |
Oryx Offerton
Doomheim
61
|
Posted - 2012.06.28 18:21:00 -
[15] - Quote
Actually, CoD Black Ops had a patch when the game released that would make you spawn as far away from enemy players as possbile, teammates didn't matter, it was where enemy players were that would affect your spawn. |
GLEIPHNIR
Bragian Order Amarr Empire
10
|
Posted - 2012.06.28 18:22:00 -
[16] - Quote
there should be set areas of spawning, especially ambush. each team would have 2 spawn points, opposite sides of the maps for if one point get spawn trapped u can switch to the other, this way everyone gravitates towards the center of the map and stops people from spawn trapping/camping.SOLUTION FOUND<---- |
Riffix Dathmor
Crux Special Tasks Group Gallente Federation
2
|
Posted - 2012.06.28 18:45:00 -
[17] - Quote
GLEIPHNIR wrote:there should be set areas of spawning, especially ambush. each team would have 2 spawn points, opposite sides of the maps for if one point get spawn trapped u can switch to the other, this way everyone gravitates towards the center of the map and stops people from spawn trapping/camping.SOLUTION FOUND<---- I think this is along the lines of what should be done. Just make people spawn from CRUs. You could either go with one on each side of the map with an auto-gun to prevent terrible spawn camping or a few like Gleiphnir suggests. You could make some capturable, Battlefield-style, but in that case you need to keep one that is not capturable. The thing about concentrated spawn points is that if you get pushed back to them too much then your numbers swell and you can push out easier, it is a good balancing technique that works well in many other games. Please make this happen!
On a related note, the more I think about it I think it would be more fun (and possibly more interesting) would be a capture style mode where the goal isn't to simply "deplete clones" but to shut out the enemy. Basically make multiple CRU spawnpoints capturable and the first team to capture them all wins. That makes more sense for a training exercise in the EVE/Dust universe anyways :-) |
Asher Night
Villore Sec Ops Gallente Federation
79
|
Posted - 2012.06.28 19:14:00 -
[18] - Quote
GLEIPHNIR wrote:there should be set areas of spawning, especially ambush. each team would have 2 spawn points, opposite sides of the maps for if one point get spawn trapped u can switch to the other, this way everyone gravitates towards the center of the map and stops people from spawn trapping/camping.SOLUTION FOUND<----
MAG did exactly this and it did not stop spawn camping. What ends up happening is you get way more snipers because people think their soawn is more protected, so they don't follow their squads, stay at their spawn and end up camped because half the team thought this would be a good time to snipe, and the other half went out to fight a full team. Whatever team tries to spawn camp the other team first would win, and whatever team had more snipers would always end up losing the game.
Each team had two spawns, but people would still sit back at both spawns and try to snipe, so both spawns would end up camped by just half the other team if the other team were ambitious.
Another annoying thing would be people blocking the spawn exits, bumping into you constantly as you try to rush out, and running all the eay to the conflict at the center of the map or the enemy's territory just to die and have to runn all that way again.
They just need to put in rotary spawn points, so the battle is constantly being guided around the entire map. Set spawn points are good for objective based game modes, but once it's alk about killing, spawnd need to be more reliable in the safety of the area you get placed. |
Corvus Ravensong
Skyel Industries Subspace Exploration Agency
179
|
Posted - 2012.06.29 00:07:00 -
[19] - Quote
Try dropping some spawn beacons sometime - be your own hero (and someone else's if it's well placed
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Nick Phantom
Villore Sec Ops Gallente Federation
91
|
Posted - 2012.06.29 00:23:00 -
[20] - Quote
Once the games done are we going to be able to call in our own spawn clone reserves? If so are we going to also be able to continually call them in in case one gets destroyed? If so that solves the spawn camping problem and spawn points being destroyed. Would be nice if they let us do that now so we could get those spawn camper/destroyers off our backs. |
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Rhadiem
Algintal Core Gallente Federation
496
|
Posted - 2012.06.29 00:34:00 -
[21] - Quote
Good placement of beacons are really the answer. I've gotten so many SP out of providing safer spawns that dramatically changed the gameplay, all of my weapon/suit builds have a droplink fit to them, and I run with Scout suits.
Also, fyi, they only allow 10 spawns before dying. Drop more as things adjust and keep stuff from getting camped. |
Nova's Knife
Seituoda Taskforce Command Caldari State
20
|
Posted - 2012.06.29 01:02:00 -
[22] - Quote
Nova's Knife wrote:Spawning is also currently bugged/not working as intended. You're not supposed to spawn in the same spot every time, in relation to certain spawnpoints. But you do. They are working on a fix, though.
|
ArMaGeDoN The Cat
Systems Federation Coalition of Galactic Unity
157
|
Posted - 2012.06.29 01:08:00 -
[23] - Quote
Well Section 8 had a good system where you could spawn anywhere on the map. ANYWHERE. Both of the teams have bases, and in these bases there are air defense cannons that make sure that if you drop out of the sky in their range, you are going to be shot down. So spawn camping is already fixed right there. (Oh and ground defense turrets if you enter the base) Players can put down more of these air defense turrets anywhere on the map. The only way to take them down is by a ground assault. It never caused any problems and made for some intense battles. |
Beta Phish
Crux Special Tasks Group Gallente Federation
28
|
Posted - 2012.06.29 01:16:00 -
[24] - Quote
GM Nythanos wrote:You can also use Drop Uplinks to create spawn points for your team in different locations currently.
do you play the beta at all?
if you did, you would know that the Ambush/TDM Inital starting Spawn will put the enemy right next to you.
when i do the intial spawn i have to move BACKWARDS just so no enemy spawns behind me. well the funny thing is they spawn 5 feet infront of me. That is called a VERY VERY broken spawn system.
even in Skirmish mode i have Initial spawned on the Plat. (new map) while Attacking directly into the default Defending turret fire.
IW with MW3 had to admit they messed up with their spawn system. i also have not seen so much Spawn trapping abuse in game and this still in BETA testing.
i suggest CCP sack up take the FEEDBACK from the players and FIX it since we are still in a BETA
-Thank You |
Th3rdSun
L.O.T.I.S. Legacy Rising
323
|
Posted - 2012.06.29 01:23:00 -
[25] - Quote
I think that the bigger issue is the uselessness of the overhead and minimaps.There wouldn't be an issue of spawncamping if you could actually see the enemy on your maps. |
CloudShepherd
Deadly Blue Dots RISE of LEGION
7
|
Posted - 2012.06.29 01:57:00 -
[26] - Quote
use a spawn system similar to TF2. |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.06.29 02:07:00 -
[27] - Quote
People typically find it a very very bad idea to spawn camp me.
However i have to agree its too easy to spawn camp atm, objectives should have spawn points in a radius not just set areas in that radius hell i dont care if it puts me on top of a building in this matter as long as i dont slip off when it does.
CRUs are easily to hard to cover or not enough cover for example having two turrets overlooking a the spawncan bad idea because a player can hack it and just shoot anyone that spawns in it. I rather have more natural cover available to make it harder for tanks to hit it from afar and at least dance around it to kill any would be campers or give campers a harder time.
Another suggestions I say cut the sig radius of everything in the area in half when near a capture point blame interference from the facility itself for it this should make spanwing a bit safer instead of the little blip that does occure when you spawn.
Alternatively any spawn that isnt a CRU type should be a controllable drop pod possibly alloowing you better pick the area you land at but this also gives your position away at least you are the only one to blame if you land somewhere not favorable such as right in front of a tankt hat runs you over as soon as you land.
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slopes66
Algintal Core Gallente Federation
12
|
Posted - 2012.06.29 03:29:00 -
[28] - Quote
Baal Roo wrote:Asher Night wrote:I am so sick and tired of
- Being in an epic firefight with someone when suddenly two of his buddies spawn in a corner right behind me.
- Spawning on the complete opposite side of the map from my teammates with enemies completely between us.
- Spawning right next to, right next to, an enemy tank, which happened to me twice in a row in one game tonight.
- Spawning in the middle of a firefight.
etc, etc...
Fix this. It's hard to use teammwork when the team is spread about like a hurricane happened in a china shop. CCP needs to implement some sort of proximity spawning system so you generally spawn near your teammates. Battlefield 3 had this, so did Resistance. I don't play CoD but I wouldn't be surprised if they had it too. Well, generally speaking, we will be spawning out of cloning units, drop uplinks, or dropship. Im pretty sure the "default spawning" for these ambush games is just a place holder.
Were you choose to spawn and were you spawn are too different things. if you choose point 'A' you can be spawned quite a distance from the hack terminal which is the focus point for the spawn indicator on you drop map. and usialy its in the same place so enamy can just wate behind that point and fire away... scum bag tactic but effective.
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Daystar Ravenwood
1
|
Posted - 2012.06.29 03:49:00 -
[29] - Quote
Beta Phish wrote:GM Nythanos wrote:You can also use Drop Uplinks to create spawn points for your team in different locations currently. do you play the beta at all? if you did, you would know that the Ambush/TDM Inital starting Spawn will put the enemy right next to you. when i do the intial spawn i have to move BACKWARDS just so no enemy spawns behind me. well the funny thing is they spawn 5 feet infront of me. That is called a VERY VERY broken spawn system. even in Skirmish mode i have Initial spawned on the Plat. (new map) while Attacking directly into the default Defending turret fire. IW with MW3 had to admit they messed up with their spawn system. i also have not seen so much Spawn trapping abuse in game and this still in BETA testing. i suggest CCP sack up take the FEEDBACK from the players and FIX it since we are still in a BETA -Thank You
I might not respawn often enough to encounter these issues, but I've found the spawn system to be incredibly competitive.
For Ambush, the frequent lack of known spawn locations means a momentary disorientation when you hit the map, a quick recalculation for your tactics & in some cases a swap of weapons. Is it possible for multiple people to spawn in the same location? Of course -- there are only so many spawn points on a map that small -- but it beats camp opportunities in a mode where you're trying to deplete the enemy clone reserves.
If you're on one of the defend/capture maps you get a high quality satellite surveillance readout outlining friendly positions & can observe gunfire. Makes for great strategic decisions for dropsuit deployment.
When you're in an epic fire fight with one of my buddies, I'm walking around the corner to provide cover and move in for the kill assist if I've seen either of you on the map. No weird spawns needed. Strategy & cooperation aren't based on spawn points -- they're based on how you react to the combat situation evolving around you. |
Gerg Hammer
20
|
Posted - 2012.06.29 04:31:00 -
[30] - Quote
Daystar Ravenwood wrote:
I might not respawn often enough to encounter these issues, but I've found the spawn system to be incredibly competitive.
For Ambush, the frequent lack of known spawn locations means a momentary disorientation when you hit the map, a quick recalculation for your tactics & in some cases a swap of weapons. Is it possible for multiple people to spawn in the same location? Of course -- there are only so many spawn points on a map that small -- but it beats camp opportunities in a mode where you're trying to deplete the enemy clone reserves.
If you're on one of the defend/capture maps you get a high quality satellite surveillance readout outlining friendly positions & can observe gunfire. Makes for great strategic decisions for dropsuit deployment.
When you're in an epic fire fight with one of my buddies, I'm walking around the corner to provide cover and move in for the kill assist if I've seen either of you on the map. No weird spawns needed. Strategy & cooperation aren't based on spawn points -- they're based on how you react to the combat situation evolving around you.
QFT.
Careful selection of spawn location is critical to tactical and strategic play.
Spawning where the action is usually ends badly. I recommend either spawning one-off to get a good angle on your opponent, or skipping the main fight to assist with an ignored objective of some kind (turret, CRU, relay, etc) |
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MiRaza247
Crux Special Tasks Group Gallente Federation
0
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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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