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Tyr Odinsson
Amarr Templars Amarr Empire
4
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Posted - 2012.07.01 11:48:00 -
[1] - Quote
Hi everyone,
Let me draw attention again to a point that you can only agree on and that I hoped was going to be fixed earlier, but hey can be good everywhere right away right :)
Spawning in a Skirmish has led to massive spawn kills because the players spawn in the same exact point all the time. That is particularly true in A,B,C points . Since there is a couple seconds lag when you appear, you can even die before setting foot on the ground. Plus the name of the player appears just a little bit before the actual player, telling you when the player is going to be exactly, giving the spawn killer a little more of a head start.
Pretty please, there needs to be a large zone around a clone bay or a A,B,C point in which the player may appear, not a single spot. Or even a couple spots around an objective, or something to protect us.
Right now the game is: take A, crouch on a side ready to spawn kill the defenders that will appear on A at a specific location until we have the point, and go to the next one. Spawn kill has ecome a strategy everyone uses, and I'm not even talking about destroying all the clone bays so the enemy spawns in 1 last spot and do even more spawn kills.
Other point: there should always be more than 1 location a team can spawn even if all the points and clone vay have been captured.
Game to take inspiration of that are spawn kill free: _Eve Online (yes I dare), where you are invisible for a couple seconds until you move when jumping through a gate and you appear randomly in a 15km radius around the gate. _Starhawk where you land on the planet in a small metal pod that stays around you untill you move. The player is then protected until he moves or when the 10seconds countdown is over. _MAG where you appear in a solid bunker protected until you decide to go out |
Garis Turaun
Circle of Huskarl Minmatar Republic
6
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Posted - 2012.07.01 12:07:00 -
[2] - Quote
This is why there are Drop Up-link Modules, and Mobile Cloning Facility modules for vehicles.
I carry Drop Beacons with me and drop them in strategic places for my team mates that are hard for opponents to get to without flying there. Top of pipes and buildings. Also i equip my vehicles with Mobile Cloning Facility so they can be used as mobile spawn points.
The problem isn't the design of the Spawning system. i think its that players are not using Beacons and Mobile Cloning Facilities in their load outs. |
Tyr Odinsson
Amarr Templars Amarr Empire
4
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Posted - 2012.07.01 18:04:00 -
[3] - Quote
So basically havin the possibility to have a CRU or a droplink deployed on your team justifies keeping a mechanic that will make young players getting easily killed? You have to have a organized team otherwise you can't prevent spawn killing?
I honestly think it's a good thing to push players to be organized, no problem with that, but I still think this mechanic keeps the "not so organized" ones from having fun. |
Zekain Kade
BetaMax.
931
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Posted - 2012.07.01 18:08:00 -
[4] - Quote
Garis Turaun wrote:This is why there are Drop Up-link Modules, and Mobile Cloning Facility modules for vehicles.
I carry Drop Beacons with me and drop them in strategic places for my team mates that are hard for opponents to get to without flying there. Top of pipes and buildings. Also i equip my vehicles with Mobile Cloning Facility so they can be used as mobile spawn points.
The problem isn't the design of the Spawning system. i think its that players are not using Beacons and Mobile Cloning Facilities in their load outs. Those aren't solutions to fixing the broken spawn system that CCP clearly confirmed in the last build that it IS a glitch.
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