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General Hand Grenade
Crux Special Tasks Group Gallente Federation
1
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Posted - 2013.01.12 23:42:00 -
[1] - Quote
Everyone hates when they wait 10 seconds to appear, only to be confronted by one or more red arcs to let you know that you are completely ******. Through no fault of your own, you attempted to choose a tactically advantageous position (relying on the skill of your teammates to defend it) only to be killed to wait again to choose somewhere else to appear.
Everyone hates knowing they had no chance to defend themselves.
Why isn't there an invulnerability timer yet? Getting killed right after spawning is the worst part about DUST 514. Want to improve the game? Start here
I don't want this game ending up being one to reward players that know how to exploit the system. Those sort of players that don't have many skills, other than knowing where players will appear, and how to press a button to **** them over.
I want this game to reward the player that can survive a gun battle.
If we were to implement a 3 second invulnerability timer for example, this would favor the latter. With only 3 seconds, the player watching the spawn point still can track a new spawn, but it gives the new spawn a chance to at least look around & attempt to confront enemys instead of being instantly slaughtered.
I for one, am tired of doing a 360 degree scan every time I appear just to make sure I'm not already about to die. |
General Hand Grenade
Crux Special Tasks Group Gallente Federation
1
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Posted - 2013.01.13 00:04:00 -
[2] - Quote
Scheneighnay McBob wrote:I believe the invulnerability will last until you either do ANYTHING, or 1 second after you can see the screen. That, and/or let people who die within 5-10 seconds of spawning respawn more quickly.
However, it's usually still your own fault if you get spawn killed twice in a row.
Unfortunately that last statement doesn't always apply. I recently had a game that had be killed instantly on two different sides of the map within 30 seconds
According to CCP's introduction video, you should always trust your team, but when things like this happen it breeds a certain amount of distrust. When I choose a location, I do consider how safe it will be, but I still find myself in these situations. To commit to a location means that you trust your team can support you appearing there. One may feel like their team doesn't have its **** together, and is less likely to care about the outcome of the battle when spawn kills ultimately happen. I am certain that if this goes on, new players will find themselves in situations like this, leading to them not enjoying the game, and ultimately leaving it. |
General Hand Grenade
Crux Special Tasks Group Gallente Federation
1
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Posted - 2013.01.13 23:22:00 -
[3] - Quote
Mobius Wyvern wrote:I just don't see gear having a cost as a reason for cheesy game mechanics like spawn invulnerability. I can understand wanting random spawns in Ambush to be improved, but invulnerability on spawn is taking it a bit too far. Certainly, if you're spawning at a fixed location such as a Drop Uplink or CRU, or even at an objective, there should always be the risk of getting instantly capped, as this forces you to judge better where you're spawning. Also, for several builds now they've changed the map screen in-game to constantly display all assets on the map, just not with the red dot unless someone is spotting them. Zoom in as far as you can and you can even see infantry without them being spotted. If you see a bunch of specs moving around where you're going to spawn, and no blue dots near them, you probably want to spawn somewhere else.
I don't think it's a cheesy game mechanic, they can make up something about how resilient a brand new clone is.
No amount of judgement has been able to save me from some spawn kills. I was just killed when I decided to spawn on to my teams only point in skirmish when I thought I'd be safe enough. There we 5 teammates around me. Getting spawn killed pisses me right the **** off every time it happens. I'm sure 99.9% of dust players feel the same.
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