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Athene Alland
Red Fox Brigade
108
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Posted - 2012.08.24 15:25:00 -
[1] - Quote
I think my frustration with the spawning in Ambush has peaked...
12 deaths, not alive for more than 2 seconds at a time due to spawning among enemy troops, I was no more than cannon fodder and could do nothing to effect the outcome.
This is not fun.
Please, Please do something about this soon CCP, it is getting apalling,
I think I may have to take a rest from playing until a solution is found to this.
- 'Ad Mortis Nos Tripudio' - |
fenrir storm
Tronhadar Free Guard Minmatar Republic
314
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Posted - 2012.08.24 15:46:00 -
[2] - Quote
Can't be hard to make you spawn so many meters form an enemy I know they said they are working on it dont even think 3 second immunity would help they'd just wait it out and kill you.
But yeh it's annoying. |
spill milk
Bragian Order Amarr Empire
4
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Posted - 2012.08.24 16:00:00 -
[3] - Quote
Is this the TDM-ish mode? If so, yeah the random spawning makes no sense whatsoever. I had enemy players popping up in the middle of nowhere, just to get mowed down. There needs to be some sort of order here. |
Ranger SnakeBlood
38
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Posted - 2012.08.24 16:16:00 -
[4] - Quote
I think all modes need a staging area on the enemy cannot enter due to guns or the likes just to be safe if they make the area big enough with multiple exits then the area can be locked down but not spawn camped and locked down is a damn site better than spawn camped, these areas should also in format give advantage to the team spawning in them maybe high ground plenty of cover ect, if you decide to spawn on a forward spawn then thats a risk you take mabye have a building that acts as a clone reserve that is 2 levels high with windows on top to attack if the enemy is camping the building, spawn tubes on base floor so grenades into top level cant spawn kill and door which wont let enemies nor bullets in also a way to get to roof would be help full if the doors are camped so you could jump down perhaps?
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Kro'nak Ragnok
Seituoda Taskforce Command Caldari State
79
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Posted - 2012.08.24 16:27:00 -
[5] - Quote
I agree completely. This game has a horrible random spawn system if not the worst & there is nothing worse when being forced to play Ambush than spawning & dying within 2 seconds... except spawning with your most expensive dropsuit loadout on & then dying in 2 seconds. I mean its bad enough you have your k/d lowered without the proper chance to attack or even defend yourself but losing all that money on top of that makes it twice as frustrating & insulting. Some games it just seems like you are continuously being setup to die by the spawning system. A person can only take being consistently spawned around red dots for so long & then they just have to stop playing. Things like that make me think that even a game that is FREE-to-play is not WORTH the stress of playing it.
However I constantly have to remind myself that this is a beta, which means that there is still hope that things will change for the better & that this and other problems are just oversights & unexpected bugs/glitches that will get fixed or removed. As proven with this build things have changed for the better. As for this particular problem some recommend solution that I have come up with are:
1). Ambush needs optional selectable safes zones (that enemies can't reach or attack), even if they are away from combat zones. 2). Randomized spawn needs to be smart enough to not spawn people near enemies or at least enemies in groups of 2 or more. 3). If a person dies within 5 seconds of spawning their death "Should" be recorded but they should "Not" lose any of their equiped gear/loadout. 4). People that spawn need to have about 5 seconds of visible invincibility (shield giving off a colored glow) in which in that time the player can neither attack or be attacked to better allow them to move to a proper area or better prepare for the current situation of their location. This would also allow the enemy to decide whether to flee or stay & fight.
This are just my ideals. I don't expect all of them to be incorporated or even that they be incorporated in the exact manner that I stated them. I just thought I'd try constructively coming up with possible solutions in addition to complaining. I'm all for hearing other possible solutions as my overall main concern is the fix of dying shortly thereof after spawning. |
Kro'nak Ragnok
Seituoda Taskforce Command Caldari State
79
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Posted - 2012.08.24 16:35:00 -
[6] - Quote
I always find it funny that in the time it takes me to write one overly thought-out message with multiple ideals, multiple people have collectively already posted all the ideals I had through individual posts, lol. Like minds think alike I suppose. |
Andius Fidelitas
Algintal Core Gallente Federation
51
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Posted - 2012.08.24 16:38:00 -
[7] - Quote
I agree. It works quite effictevely in Team Fortress 2, and as far as I am concerned, spawn camping is non-existent in that franchise. If they could pull it off, I see no reason why Dust can't either.
And when the time comes to fight under corps contracts, and planets are at stake, it makes sense to have a starting deployment from a general side of the map, instead of spawning from some random localizations. |
spill milk
Bragian Order Amarr Empire
4
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Posted - 2012.08.24 17:46:00 -
[8] - Quote
What if they added something as simple as (hats off to Dice and the implementation of this idea in Battlefield 3) a temporary spawn shield, lasting about 2 seconds. This should be sufficient time for the player to get his/her bearings and figure out what is going on. |
Garrett Blacknova
Codex Troopers
1849
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Posted - 2012.08.24 18:31:00 -
[9] - Quote
spill milk wrote:What if they added something as simple as (hats off to Dice and the implementation of this idea in Battlefield 3) a temporary spawn shield, lasting about 2 seconds. This should be sufficient time for the player to get his/her bearings and figure out what is going on. Spawn shields are easily exploited by the person spawning in. Especially when combined with lag switches and other cheating. And even if they build in a "shield for X seconds OR until you open fire" function, that would just make it SLIGHTLY less easy without a lag-switch, and MUCH more of a problem when someone IS lag-switching.
I'd rather see a better system for spawning players into Ambush. Preferentially targeting your teammates and preferentially targeting away from enemies, with avoiding enemies taking precedence, would be nice. but just the "no spawning within X of enemies" would be good. |
Eskel Bondfree
DUST University Ivy League
76
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Posted - 2012.08.24 18:42:00 -
[10] - Quote
Well I see two simple solutions that can help to remedy this probelm:
1. Drop an uplink or two when you first enter the game, especially if it's at the beginning of the match and you're not likely to spawn right in front of an enemy mob. The uplink will stay, even if you switch your fit the next time you're spawning in!
2. CCP implementing squad leader spawning. I really hope they will do that at some point. It will help in death match games, and it will help even more in objective based game modes.
But it sure wouldn't hurt if CCP prevents us from spawning right in front of an enemy while facing the opposite side. |
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Citrutex
The High and Mighty
64
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Posted - 2012.08.24 18:42:00 -
[11] - Quote
Ctrl+F, "droplink" 0 results
Why |
Gunther von Brechstein
Royal Uhlans Amarr Empire
3
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Posted - 2012.08.24 18:46:00 -
[12] - Quote
yeah, agree |
spill milk
Bragian Order Amarr Empire
4
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Posted - 2012.08.24 18:53:00 -
[13] - Quote
Eskel Bondfree wrote:Well I see two simple solutions that can help to remedy this probelm:
1. Drop an uplink or two when you first enter the game, especially if it's at the beginning of the match and you're not likely to spawn right in front of an enemy mob. The uplink will stay, even if you switch your fit the next time you're spawning in!
2. CCP implementing squad leader spawning. I really hope they will do that at some point. It will help in death match games, and it will help even more in objective based game modes.
But it sure wouldn't hurt if CCP prevents us from spawning right in front of an enemy while facing the opposite side.
On board 100% with squad spawning. Can't really comment on the uplink idea, as I have not used them yet. It seems like these would be easily campable though, resulting in the same problem. |
XBARTX99
WarRavens
11
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Posted - 2012.08.24 19:09:00 -
[14] - Quote
you should be able to spawn on team members but you should drop in and give away location by dropping in |
Garrett Blacknova
Codex Troopers
1849
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Posted - 2012.08.24 19:18:00 -
[15] - Quote
Drop Uplinks are good until the enemy finds them (place it better), then make the random spawns MUCH less likely to get you killed (because everyone's camping the uplink) when the enemy spots them.
If you set an Uplink in a good position, it can allow your team to gather in one area quickly without much risk. I don't use Uplinks that don't have at least one nearby teammate to prevent me getting spawn-killed. |
Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.08.24 19:35:00 -
[16] - Quote
Athene Alland wrote:I think my frustration with the spawning in Ambush has peaked...
12 deaths, not alive for more than 2 seconds at a time due to spawning among enemy troops, I was no more than cannon fodder and could do nothing to effect the outcome.
This is not fun.
Please, Please do something about this soon CCP, it is getting apalling,
I think I may have to take a rest from playing until a solution is found to this.
- 'Ad Mortis Nos Tripudio' -
Thank you for your complaint it will hopefully get ccp to change spawning mechancis a bit. |
Citrutex
The High and Mighty
64
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Posted - 2012.08.24 20:02:00 -
[17] - Quote
Hey guys..
guys. guys, i got this great idea. guys?
What if
guys now hear me out here. guys, i don't think you're listening. hey, guys.
What if teams had more than one or two people using droplinks?
Militia Droplinks are overpowered.
Vehicles can fit them too. Imagine that.
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Athene Alland
Red Fox Brigade
108
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Posted - 2012.08.24 20:09:00 -
[18] - Quote
Citrutex wrote:Hey guys..
guys. guys, i got this great idea. guys?
What if
guys now hear me out here. guys, i don't think you're listening. hey, guys.
What if teams had more than one or two people using droplinks?
Militia Droplinks are overpowered.
Vehicles can fit them too. Imagine that.
hmm,, yes well if I'd managed to get away from the default spawn or a fellow team mate dropped one, but carrying them myself would not have helped my situation...
- 'Ad Mortis Nos Tripudio' - |
Citrutex
The High and Mighty
64
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Posted - 2012.08.24 20:19:00 -
[19] - Quote
Athene Alland wrote:but carrying them myself would not have helped my situation...
And this right here is the problem folks. Diffusion of responsibility. This reminds me of mining barges. But.. but, if i use a droplink i wont be able to fit this weapon upgrade!
As an avid user of droplinks i promise you it would have helped your situation. NOT carrying them will NOT help you in any situation.
HTFU and encourage teamwork, tbfh |
Garrett Blacknova
Codex Troopers
1849
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Posted - 2012.08.24 20:44:00 -
[20] - Quote
Citrutex wrote:Athene Alland wrote:but carrying them myself would not have helped my situation... And this right here is the problem folks. Diffusion of responsibility. This reminds me of mining barges. But.. but, if i use a droplink i wont be able to fit this weapon upgrade!As an avid user of droplinks i promise you it would have helped your situation. NOT carrying them will NOT help you in any situation. HTFU and encourage teamwork, tbfh Actually, he's saying that, when he spawned in, AFTER JOINING LATE, he was already spawning into enemies, so having his own uplinks wouldn't have made a difference in that particular situation.
Which means the OTHER players on his team were the idiots, and his point stands. Although the Drop Uplink argument is still an important point against it. |
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Athene Alland
Red Fox Brigade
108
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Posted - 2012.08.24 20:54:00 -
[21] - Quote
actually from the start of the game, was not late, but other than that you are correct.
and would have tried an uplink, if had chance to,
and for future reference
Athene,... I'm a she, lol
- 'Ad Mortis Nos Tripudio' - |
Citrutex
The High and Mighty
64
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Posted - 2012.08.24 20:54:00 -
[22] - Quote
Garrett Blacknova wrote: Actually, he's saying that, when he spawned in, AFTER JOINING LATE, he was already spawning into enemies, so having his own uplinks wouldn't have made a difference in that particular situation.
Again, diffusion of responsibility is not a good tactic. I promise that after a few spawns he would have had the opportunity to RUN AWAY from the heated/contested area and drop a link.
I find the argument that he can't completely invalid as i often purposely spawn on 'camped' droplinks, often with great results. Sometimes i die a couple times trying. There is nothing wrong with that. |
Citrutex
The High and Mighty
64
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Posted - 2012.08.24 20:57:00 -
[23] - Quote
Athene Alland wrote:actually from the start of the game, was not late Then you only have yourself to blame for not setting up a contingency plan earlier |
Athene Alland
Red Fox Brigade
108
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Posted - 2012.08.24 21:01:00 -
[24] - Quote
read original post,..
spawned among enemy, could take no more than 5 steps before dieing, could only have dropped uplink at the default spawn...
I likely experienced an extreme example of the problem.
I agree there are usually ways round this situation, but it still is a problem that needs fixing.
- 'Ad Mortis Nos Tripudio' - |
Citrutex
The High and Mighty
64
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Posted - 2012.08.24 21:04:00 -
[25] - Quote
Athene Alland wrote: I likely experienced an extreme example of the problem.
I agree there are usually ways round this situation,
not empty quoting. |
Garrett Blacknova
Codex Troopers
1849
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Posted - 2012.08.24 21:24:00 -
[26] - Quote
Citrutex wrote:Athene Alland wrote:actually from the start of the game, was not late Then you only have yourself to blame for not setting up a contingency plan earlier You mean... BEFORE the beginning of the game?
GOod luck with that... |
Eskel Bondfree
DUST University Ivy League
76
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Posted - 2012.08.24 21:53:00 -
[27] - Quote
spill milk wrote: On board 100% with squad spawning. Can't really comment on the uplink idea, as I have not used them yet. It seems like these would be easily campable though, resulting in the same problem.
There's an uplink variant of which you can activate two at the same time. I always use those, place one on every side of the map and you will always have a safe spawn location. Uplinks are also good for cashing in war points, just like nano hives. Place them once, profit the whole match.
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