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Cross Atu
Conspiratus Immortalis
775
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Posted - 2012.10.03 09:32:00 -
[1] - Quote
I know this is not an issue new to Codex but the changes in Codex have made it far worse. A full 50% of my deaths during Codex (granted I've only managed to get into fewer than 20 games so far) have been from death on spawn. Specifically where I spawn directly in the enemies line of sight and fire (often with my back to them). It even, on rare occasion, gives me the *treat* of spawning me directly into an OB (tho this one may simply be a case of bad luck).
Something needs to be done to improve spawning. It's one thing if you are spawning into a "hot zone" contested by both sides and you end up in the line of fire. But if you random spawn or spawn to a point away from the action there is no way you should be spawned near an enemy let alone directly in their sights.
Aside from flat out bugs this is the aspect of Codex that has most negatively impacted my experience within this build. Last build was rough, Codex thus far is even worse. Please CCP do something to fix this. |
dust badger
BetaMax.
283
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Posted - 2012.10.03 09:34:00 -
[2] - Quote
ha yeah a couple of times i didnt even spawn i just went back to the map to spawn again with 1 less suit, i tried to spawn at an objective, i saw the OB come in tried to cancel spawn, but as i had been messing about on my phone and taking ages to spawn it wouldn't let me cancel my spawn
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Quill Killian
Better Hide R Die
107
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Posted - 2012.10.03 09:49:00 -
[3] - Quote
Speaking of spawns, I *love* spawning aboard the MCC and jumping down into the battlefield. Freaking AWESOME! |
Cross Atu
Conspiratus Immortalis
775
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Posted - 2012.10.03 09:58:00 -
[4] - Quote
Quill Killian wrote:Speaking of spawns, I *love* spawning aboard the MCC and jumping down into the battlefield. Freaking AWESOME!
Agreed with this, the addition of spawning aboard the MCC is a feature I've enjoyed in Codex. Thanks for adding that CCP
Also on the subject of spawning, a fix to the "can be killed before you're able to react/see the battlefield" situation would be good. Because while I don't mind popping heavies and assaults with my pistol for free it's something that I can't condone as a balanced feature of the game. Really none of us should be spawning "physically" before we're spawned in "mentally" (I wonder how long it will take someone to troll that statement), it's not very playable to be killed before you have any audio-visual input from the field much less the ability to act or respond in any way. |
Longshot Ravenwood
Algintal Core Gallente Federation
680
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Posted - 2012.10.03 10:33:00 -
[5] - Quote
There's a solution to this. It's called a drop uplink. The first suit I drop in always carries one & it gets deployed in the most helpful place I can think off without making it easy to pop/camp. Also, the pre-drop map is much clearer than it has been in a lot of previous version. You can see where people & vehicles are in many cases..make sure to look over the map before dropping in randomly. |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.10.03 10:39:00 -
[6] - Quote
Longshot Ravenwood wrote:There's a solution to this. It's called a drop uplink. The first suit I drop in always carries one & it gets deployed in the most helpful place I can think off without making it easy to pop/camp. Also, the pre-drop map is much clearer than it has been in a lot of previous version. You can see where people & vehicles are in many cases..make sure to look over the map before dropping in randomly.
I run three fits with drop uplinks and I do my best to place them in protected/hidden areas. I acknowledge that this can mitigate but it certainly has not solved the problem.
Also as I attempted to make clear in my prior post (perhaps I failed?) I run support 75% of the time (or more) so I specifically select spawn points that appear to be outside of the hot zone (i.e. live fire battle areas) while still being as close to an effective starting location as can be (again without spawning near visible enemy forces).
Neither of these things has solve the issue as written in the OP, in fact both were in use throughout my experiences as described in the OP.
I suppose I could always spawn inside the MCC (which does have wicked cool dropin deployment ) but that's hardly tactically effective or the mark of a good spawning system.
0.02 ISK Cross |
Altaree Draeden
Villore Sec Ops Gallente Federation
38
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Posted - 2012.10.03 14:26:00 -
[7] - Quote
We need a spawn cloak in the same fashion as eve has a jump cloak. |
Cross Atu
Conspiratus Immortalis
775
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Posted - 2012.10.03 15:52:00 -
[8] - Quote
Altaree Draeden wrote:We need a spawn cloak in the same fashion as eve has a jump cloak. I like it +1
It might have to be a spawn "invulnerability" that could be broken in the same way as the cloak in EVE, just because of the amount of 'area of effect' damage flying around in Dust as compared to EVE. But the same general principle seems to be a sound way to address this. |
Mira Adari
Villore Sec Ops Gallente Federation
79
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Posted - 2012.10.03 16:06:00 -
[9] - Quote
I actually had the opposite experience. I usually spawn in a group of friendlies when I use the default spawn on Ambush...spawning on Objectives or CRUs currently under attack are a different matter, though...this morning I spawned directly on an exploding grenade. The first thing I saw was the world in black and white tumbling around me and all hit indicators flashing red...but maybe I was just lucky...haven't played any ambush maps since today's downtime to gather more data... |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.10.03 16:19:00 -
[10] - Quote
Mira Adari wrote:I actually had the opposite experience. I usually spawn in a group of friendlies when I use the default spawn on Ambush...spawning on Objectives or CRUs currently under attack are a different matter, though...this morning I spawned directly on an exploding grenade. The first thing I saw was the world in black and white tumbling around me and all hit indicators flashing red...but maybe I was just lucky...haven't played any ambush maps since today's downtime to gather more data...
Interesting, please gather more data and report back. I will also continue to observe and post here later (it's possible that I just had a run of awful luck and codex is no better/worse than last build.) |
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Quill Killian
Better Hide R Die
107
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Posted - 2012.10.03 21:12:00 -
[11] - Quote
Cross Atu wrote:Quill Killian wrote:Speaking of spawns, I *love* spawning aboard the MCC and jumping down into the battlefield. Freaking AWESOME! Agreed with this, the addition of spawning aboard the MCC is a feature I've enjoyed in Codex. Thanks for adding that CCP Also on the subject of spawning, a fix to the "can be killed before you're able to react/see the battlefield" situation would be good. Because while I don't mind popping heavies and assaults with my pistol for free it's something that I can't condone as a balanced feature of the game. Really none of us should be spawning "physically" before we're spawned in "mentally" (I wonder how long it will take someone to troll that statement), it's not very playable to be killed before you have any audio-visual input from the field much less the ability to act or respond in any way.
Yeah, I've only cratered once jumping into the game from the MCC. What can I say? I couldn't resist the temptation to experiment with how long we could wait to press the "X" button ... |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.10.04 08:45:00 -
[12] - Quote
Quill Killian wrote:Cross Atu wrote:Quill Killian wrote:Speaking of spawns, I *love* spawning aboard the MCC and jumping down into the battlefield. Freaking AWESOME! Agreed with this, the addition of spawning aboard the MCC is a feature I've enjoyed in Codex. Thanks for adding that CCP Also on the subject of spawning, a fix to the "can be killed before you're able to react/see the battlefield" situation would be good. Because while I don't mind popping heavies and assaults with my pistol for free it's something that I can't condone as a balanced feature of the game. Really none of us should be spawning "physically" before we're spawned in "mentally" (I wonder how long it will take someone to troll that statement), it's not very playable to be killed before you have any audio-visual input from the field much less the ability to act or respond in any way. Yeah, I've only cratered once jumping into the game from the MCC. What can I say? I couldn't resist the temptation to experiment with how long we could wait to press the "X" button ...
lol, so about how long was it? Might be useful to know |
Quill Killian
Better Hide R Die
107
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Posted - 2012.10.04 09:16:00 -
[13] - Quote
Cross Atu wrote:Quill Killian wrote:Cross Atu wrote:Quill Killian wrote:Speaking of spawns, I *love* spawning aboard the MCC and jumping down into the battlefield. Freaking AWESOME! Agreed with this, the addition of spawning aboard the MCC is a feature I've enjoyed in Codex. Thanks for adding that CCP Also on the subject of spawning, a fix to the "can be killed before you're able to react/see the battlefield" situation would be good. Because while I don't mind popping heavies and assaults with my pistol for free it's something that I can't condone as a balanced feature of the game. Really none of us should be spawning "physically" before we're spawned in "mentally" (I wonder how long it will take someone to troll that statement), it's not very playable to be killed before you have any audio-visual input from the field much less the ability to act or respond in any way. Yeah, I've only cratered once jumping into the game from the MCC. What can I say? I couldn't resist the temptation to experiment with how long we could wait to press the "X" button ... lol, so about how long was it? Might be useful to know
Hmm. I believe it needs to be activated by the midway point of the jump. Anything below that, even by a degree, appears to be the road to pancake-dom.
Oh, and when you jump, try to avoid landing on your teammates. It kills them and you. And leads to squawking on the comms channel.
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Kevall Longstride
DUST University Ivy League
71
|
Posted - 2012.10.04 12:12:00 -
[14] - Quote
Altaree Draeden wrote:We need a spawn cloak in the same fashion as eve has a jump cloak.
This a very, very good idea.
It's simple, elegant and keeps in with the whole Eve world.
Maybe 15 to 20 seconds. Long enough to issue squad commands while cloaked and not die.
But as a compromise, have decloaking if someone bumps you. |
Corban Lahnder
ZionTCD Legacy Rising
158
|
Posted - 2012.10.04 14:22:00 -
[15] - Quote
Right now the only real effective way to get around this is to make sure you have at least one squad mate packing a drop uplink. It tends to help at least untill the other team finds it. |
Titus Stryker
Internal Error. Negative-Feedback
35
|
Posted - 2012.10.04 14:27:00 -
[16] - Quote
from THIS thread
Titus Stryker wrote:I agree in so far as the start of matches. I would like to see ambush matches start with each group on opposite sides of the map. A designated spawn for when the match launches (like Skirmish).
However, once the match is underway, I actually like the random spawning. Drop uplinks help keep teams together after and would be great for after the initial team spawn at the beginning of the match. I would like to ad the caveat that no enemy can spawn within 25/50/100 meters (some specified distance) of a teams drop uplink . |
Kelshaw Xu
ZionTCD Legacy Rising
65
|
Posted - 2012.10.04 15:06:00 -
[17] - Quote
In previous builds we could see the enemy easily in the TACNET before spawn. Currently I rarely see "Orange" bad guys around an objective, so I spawn in where I think its safe and ohh I hear a weapon fire. Ohh I'm dead... Frustrating, yes...
Guess it's time to test the new sensor skills. But then if my team mates don't train them then I can't see bad guys around the objective anyway. So training them helps my team mates more so when they spawn in. Guess we will find out later when our skills mature. |
Keradil Ledeuxieme
Doomheim
24
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Posted - 2012.10.04 15:20:00 -
[18] - Quote
Even drop uplinks are pretty screwed up... They seem to spawn you in the exact same spot every time, making them incredibly easy to camp. In an ambush map, I had a heavy with a HMG camping mine, which proved to be very frustrating. |
Freddy Duncan
Algintal Core Gallente Federation
0
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Posted - 2012.10.04 17:23:00 -
[19] - Quote
Keradil Ledeuxieme wrote:Even drop uplinks are pretty screwed up... They seem to spawn you in the exact same spot every time, making them incredibly easy to camp. In an ambush map, I had a heavy with a HMG camping mine, which proved to be very frustrating. Oh hi. My apologies for that last night. Usually people would stop spawning on a droplink if they knew it was compromised, but you guys kept spawning so I stayed. |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.10.05 07:23:00 -
[20] - Quote
Had another run in with spawn "mind lag" tonight. This time it was in my favor but still a bug
Watching opposing Mercs spawn in and then shooting them to death without them ever reacting (using an SMG with no gun skills so these weren't quick kills) is clearly a problem.
Also of note not once did this poor folks spawn facing me. Wouldn't have done them much good if they had I suppose since their clones were showing up before their consciousness but still <--- Quick note here, none of the spawns in question were from uplinks. See below for context on why that matters.
NOTE: For anyone interested in helping to test this please try to keep an eye out for the spawn patters of other Mercs as well (both friendly and hostile). NOTE2: Uplinks seem to have a 'facing' when deployed causing anyone who spawns in on them to be facing the same directly as the player who deployed the uplink was at the time of deployment. When testing uplinks please keep this in mind and place them accordingly.
Cheers, Cross |
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