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SYST3M 0V3RL0AD
Zumari Force Projection Caldari State
209
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Posted - 2012.09.20 09:52:00 -
[1] - Quote
I know the random spawning has been a much discussed topic and i did search for this but it didn't turn up.
In ambush, there is no reason why my men should consistently spawn at completely different sides of the map. Especially in the beginning of a game. A squad should go into battle as one unit. I shouldn't have to come in and then coral all of my guys together taking casualties along the way just trying to get us all in one place to support each other.
I get the point of drop uplinks.That's why i didn't stress the concept of having teammates spawn near the squad leader throughout the entire match, which i'd like. At the start of a battle though, at the very least, the squad should start out together.
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SYST3M 0V3RL0AD
Zumari Force Projection Caldari State
209
|
Posted - 2012.09.20 11:25:00 -
[2] - Quote
Seran Jinkar wrote:I see your point ... but when you are really wanting to get your squad together then let them wait for the ten seconds it takes to drop an uplink.
Even though I do think that there should be a dropsuit the is able to fit a Portable Uplink module with heavy PG or CPU costs. I don't agree on a basic spawn together feature even at the start of an ambush match as it would favour people in squads.
Isn't the whole point of the game to be in squads and use teamwork? Not spawning together favors the lone wolf or COD mentality which is the achilles heal to team work.
I do see your point that a guy could spawn and drop an uplink. Fair enough. But that guy sill has a high likelihood he'll die before he can, or he'll drop one and get killed leaving the link immediately camped and compromised wasting valuable time. A logi (who is usually the guy with an uplink) is essentially a deadman without his support. If CCP decides they favor the uplink, that's fine, i just thought the option should be considered.
Thanks for the constructive opinion. +1 |
SYST3M 0V3RL0AD
Zumari Force Projection Caldari State
209
|
Posted - 2012.09.20 13:24:00 -
[3] - Quote
Thomas Canalejo wrote:lol it is team based you got to youse uplinks for team spawning youse nanohives to resupply if your not yousing these tool to work as a team cant blame it on dust
Again, not really my point. The point is, in no battle do the troops get told "This is your squad. This is your leader. Now, we're going to randomly place you throughout the battlefield and you have to find the rest of your squad if you want to work together. Hope you don't die before you get to them!". A squad enters battle together and if all goes as planned, leaves together. Does nobody here get that? I'm totally surprised nobody agrees with that concept. Within the current dynamics yes, a single guy could spawn in and hope to get an uplink up. I get the uplinks, that's great and all, but it still doesn't validate separating a team from the start. My point is the potential deaths and fractured team play right in the beginning of the battle that are forced and unnecessary. That's all i'm saying. |
SYST3M 0V3RL0AD
Zumari Force Projection Caldari State
209
|
Posted - 2012.09.20 13:27:00 -
[4] - Quote
Seran Jinkar wrote:Well as I said. Maybe a portable uplink module might help here too, but has to be heavily balanced.
Concerning that the first one gets killed: Well, then don't spawn and wait for another chance OR accept the risk of spawning at random wit hthe whole squad. Antoher idea would be that the squad leader has a Spawn override function to let all spawn together in short succession at one point but with a serious impact on spawn time. Like a bigger delivery needs more time.
I like where you're going with this! How about this?
From the spawn screen the leader can choose where to spawn his squad. If a penalty is necessary, a delayed deployment, maybe. Or possibly something else. This is the kind of thinking i was trying to spark. I'm not saying i'm right, i'm just saying "here's an idea, now discuss".
+1
Edit: Forgot to touch on the fact that the entire concept of random spawn is what i'm looking to get rid of. It's not realistic, it's not tactical, it's just silly. The other suggestions are going in the right direction for sure. |
SYST3M 0V3RL0AD
Zumari Force Projection Caldari State
209
|
Posted - 2012.09.20 14:08:00 -
[5] - Quote
DOOMSDAYAKAHEINZ wrote:the spawning on ambush is broken , its the worst ive seen in an fps , the map i refer to is the one that is more closed in , the one that has 5 objectives in skirmish. On that map it is possible to spawn and die in o,5 seconds, sorry but that is broken.
So spawns and ammo are not gonna help you in that instance , like others have said in other related threads , the team who is more dominant (dies less ) , ie more squads and proto gear are gonna find it easy to kill enemies who have just spawned cos it spawns you in some terrible locations like in front of a wall so you cant retreat or take cover so you spawn and die.
i dont claim to know the solution i just know that it really isnt a good sysytem at present .
I completely agree. I don't know the answer either. Just hoping maybe someone out there might have a lightbulb and think of a great solution.
I do know with the current system, the less dominant team dies at spawn. And pretty much continues to die....if they can't get to their backup. If a few average players start off together and move together, they will be able to better counter the Rambo proto guys who even if they spawn together will always seem to end up running off on their own and spreading out. Or maybe the proto guys stick together and still run over the others. Regardless of the outcome, battles are always way more fun and challenging when everyone is together and supporting each other. Give everyone the advantage of teamwork right from the start. If they choose not to place their uplinks at that point, or work together, oh well. At least they had a fighting chance.
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