Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Dexter Ryxen
Tronhadar Free Guard Minmatar Republic
0
|
Posted - 2012.09.07 20:09:00 -
[1] - Quote
In the game I just finished, I spent at LEAST (probably more than...) half my lives spawning trapped in a corner surrounded by enemies. Hell at the beginning of the game I spawned literally right next to an enemy. Side by side like we were walking together or something. |
smilezofpain
Crux Special Tasks Group Gallente Federation
0
|
Posted - 2012.09.07 23:25:00 -
[2] - Quote
i know,i just got finished and every time you spawn they are right there.need to give the player more control on where we spawn.
|
Mister Hunt
Sanmatar Kelkoons Minmatar Republic
230
|
Posted - 2012.09.08 03:44:00 -
[3] - Quote
The spawn here seems to be completely random, instead of random within parameters. Have the parameters be that you only spawn in an area of the map that you have teammates (where your team may be controlling the map), or have a "do not spawn" on locations that have enemies within a certain range. That could backfire however if there isn't a high enough spawn location to enemy soldier ratio hehe. But yeah, every other game out there for the most part has figured out the spawn problem for TDM style matches. |
byte modal
Algintal Core Gallente Federation
34
|
Posted - 2012.09.08 03:56:00 -
[4] - Quote
I've finally started using Militia Drop Uplinks on my scout suits to sprint the map dropping one by a supply depot, change fits to lay a few nanohives, then change fits to assault. This helps considerably, and will give your team a static spawn point. I'm not sure the militia grade uplink spawn count, perhaps 10 then it dies? Can't remember. Anyway, this has helped a lot. Now, I kinda like the random spawn points as it gives those thinking ahead enough to plant Drop Uplinks something to plan out. A mission, if you will.
Too, if you are able to load out one of the supply depots on map, you can keep it for quite a while. If the enemy has not placed any uplinks? they will only ever be individuals spawning randomly throughout the map, free for the ambush, sniping, or hunting as you have the group with you already due to your strategically placed uplink module ;)
While this does absolutely NOTHING regarding your character's spawning within enemy groups, if more team members considered dropping a link or two during each match I think this issue would become less of a problem.
Good luck, and all the best.
- me. |
Treud Diakonov
Pragmatic Kernel Rat Pack Renegades
2
|
Posted - 2012.09.08 06:19:00 -
[5] - Quote
It's a problem. But if you say "no spawn around X m of an enemy unit" it's fixed. So many times I spawn in a middle of an enemy groupe |
amarrian victorian
Royal Uhlans Amarr Empire
52
|
Posted - 2012.09.08 06:24:00 -
[6] - Quote
they should stretch out the maps a bit, if you look at TDM maps they are usually small complexes surrounded by open ground, stretch the complex out a bit so we have less empty ground |
Dragonxkai
Crux Special Tasks Group Gallente Federation
1
|
Posted - 2012.09.08 07:03:00 -
[7] - Quote
They should implement real orbital drop as a way to spawn in. Maybe as a skill that you need to attain or only at specific spawn locations (like a drop pad). Enemies waiting close up to a pad will get killed by the impact.
It can be done like Section 8, or it can be done like Starhawk: https://www.youtube.com/watch?v=3W5lhUAy6hY
https://www.youtube.com/watch?v=UcSSbwoalxM
Want to make it more unique?
Once you deploy a pod you can control where it should land, but unlike the other games you have no control. In exchange, you can drop various size of pods and fit them with special features...
Like a small resupply zone or a defensive shielding, or a medi station.
Basically the pod itself is considered a vehicle, and is possible to be shot down by AA guns maybe...
If they do have AA infrastructure in the release version then it would deny or destroy the pod when it attempts to land in the coverage zone. Then you would use this as a means to equip better armor on the pod to break through those zones, at a cost of less seats for players or squad to drop in. |
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |