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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. |
Scheneighnay McBob
Bojo's School of the Trades
1062
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Posted - 2013.01.12 23:51:00 -
[2] - Quote
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. |
General Hand Grenade
Crux Special Tasks Group Gallente Federation
1
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Posted - 2013.01.13 00:04:00 -
[3] - 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. |
Mobius Wyvern
BetaMax.
1216
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Posted - 2013.01.13 01:28:00 -
[4] - Quote
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. |
Davin Drake
Crux Special Tasks Group Gallente Federation
1
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Posted - 2013.01.13 01:59:00 -
[5] - Quote
I whole heartily agree with this...
I think there needs to be more work on the backend where the system spawns players. It needs to be more intelligent. Don't stick people in front of their enemies or in the middle of a battle. What commander does that?
You insert your troops in a safe zone that they can gain a proper LOS or defensible position before advancing.
The skirmish side seems a little bit more stable, but the ambush maps suck. I can't tell you how many times I've been dropped right in front of the opposition and got cut down before I could even press my fire button.
That kind of frustration is what makes people hate a game and never come back to it.
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General Hand Grenade
Crux Special Tasks Group Gallente Federation
1
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Posted - 2013.01.13 23:22:00 -
[6] - 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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Alaika Arbosa
Matari Combat Research and Manufacture Inc. Zombie Ninja Space Bears
47
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Posted - 2013.01.13 23:49:00 -
[7] - Quote
No, there shouldn't be an invulnerabilty timer. Not now, not ever.
Having said that, I am curious as to why we aren't allowed to spawn inside the CRU and then select which door we exit from (think spawning on a bunker in MAG).
TBH, IDK what happens if you're in it when it gets hacked, though I'm sure we could come up with some reasonable ideas about it. |
Zero Harpuia
Maverick Conflict Solutions
422
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Posted - 2013.01.14 00:12:00 -
[8] - Quote
Alaika Arbosa wrote:No, there shouldn't be an invulnerabilty timer. Not now, not ever.
Having said that, I am curious as to why we aren't allowed to spawn inside the CRU and then select which door we exit from (think spawning on a bunker in MAG).
TBH, IDK what happens if you're in it when it gets hacked, though I'm sure we could come up with some reasonable ideas about it.
This. MAG understood how to let you spawn without frustrating you for things you cannot control. We need a literally protected spawn, not spawn invuls. Maybe even put a light gun on the CRU so you can defend it from within, but let the gun be disable-able. A Swarm will do nothing to a CRU, but it could be used to disable its defenses... |
Breakin Stuff
Immobile Infantry
680
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Posted - 2013.01.14 00:31:00 -
[9] - Quote
Alaika Arbosa wrote:No, there shouldn't be an invulnerabilty timer. Not now, not ever.
Having said that, I am curious as to why we aren't allowed to spawn inside the CRU and then select which door we exit from (think spawning on a bunker in MAG).
TBH, IDK what happens if you're in it when it gets hacked, though I'm sure we could come up with some reasonable ideas about it.
I suggest making this a separate thread, and expand upon it. such as the option to abandon the spawn and pop a new clone in the MCC if the cru is camped, and deactivation and mcc spawn if it is hacked before.you exit.
good suggestion. Also aerial drop beacons to represent low orbit halo drops that take 20 seconds to deliver. |
James Thraxton
The Exemplars
75
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Posted - 2013.01.14 02:18:00 -
[10] - Quote
i reply with the idea of having random spawns be in a slightly adjustable freefall and activating inertial dampeners |
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Lady Hyuna
Amarr Templars Amarr Empire
29
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Posted - 2013.01.14 02:23:00 -
[11] - Quote
I think they are talking about ambushed maps.... I acually made that thread too... but when you think about it. Its ambush so your either ambushed or ambushing someone dropping down on the planet... now if you keep going to the same way point on skmished then you are just stupid for going back to that spawn point over and over. |
Ulf Thunderkick
Subdreddit Test Alliance Please Ignore
10
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Posted - 2013.01.14 05:17:00 -
[12] - Quote
James Thraxton wrote:i reply with the idea of having random spawns be in a slightly adjustable freefall and activating inertial dampeners
This.
Drop Uplinks and ambush spawns should be some type of semi-controlled drop from the war barge or something along those lines. People randomly materializing makes no more sense than an invulnerability timer. Additionally, this allows those entering the game to at least survey where potential enemies are, and respond accordingly; leading to less instances of spawning into a match to only realize you are infront of a HAV with no cover around. |
Zat Earthshatter
Osmon Surveillance Caldari State
304
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Posted - 2013.01.14 06:15:00 -
[13] - Quote
Current spawning is whacked - I think that's one thing we all agree one. Inertia-canceler drops from the War Barge is one of those "why aren't they doing this!?!?" systems that would at least lessen the camping problem. Another issue comes from the spawn coding - for whatever reason, the game still puts people in the exact same spot, allowing campers to just decimate a force many times their size just by aiming at where their heads will appear.
Either way, the fact that the current system is messed up is a Known Issue. Just remember though, almost every other FPS has this same problem, so it may be inherent in the mechanic itself.
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Eris Ernaga
Super Smash Bros Friends United Seeking Influence and Notoriety
26
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Posted - 2013.01.14 06:35:00 -
[14] - Quote
to counter this all they have do is make a few general spawns around the area. instead of always spawning at one point make it so members spawn behind rocks when possible where its likely they wont be seen or in larger far away area. one spawn is easy to shoot 6 spawns where players are sorta hidden is not.
besides this comes down to using a certain point of intellect if u know Ur going to get blown away don't spawn there even though my natural urge is to keep spawning there and trying to get the ****** who spawn killed me its not that smart. |
Erich Isa
Chatelain Rapid Response Gallente Federation
1
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Posted - 2013.01.20 01:12:00 -
[15] - Quote
Spawn protection - 2 sec. if u shoot or start walking ur spawn protection goes away. so the idea is, spawn and stand still :P |
Dragonxkai
Crux Special Tasks Group Gallente Federation
1
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Posted - 2013.01.20 01:21:00 -
[16] - Quote
What about having group spawning via reinforcements every 15 second? This balances out spawn camping by giving the spawning team an advantage in numbers. Maybe for station spawning a force field will cover the cloning installation when players spawn in, lasting 5 second after players spawn. For mcc, turrets on the ship should fire at spawn campers.
Edit: Spawn beacons doesn't follow such rules though.
So when 5 ppl chooses a spawn point on the field, they are grouped if all of them chose the same spawn with 15 sec.
Force field acts as the station's own shield with 1200 points and protects the structure and those inside.
It CAN be destroyed if they wanted to.
Also why is it that people avoid destroying turrets and cloning station near the enemy mcc? If you can't use it... why let them?
Later on... better installations offer more and more features... increased shields and automated defence system maybe. |
Tarquin Markel
The Synenose Accord Celestial Imperative
85
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Posted - 2013.01.20 06:55:00 -
[17] - Quote
I don't know about Ambush, but we have to stand with our backs to all the world while hacking a clone bank or objective in Skirmish. People can spawn directly behind until the hack timer completes. For me, having somebody invulnerable spawn there would change the experience from hair-raising to maddening.
If you see red dots near the spawn point, or you don't see blue, you spawn at your own risk. |
Thranx1231
CowTek
90
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Posted - 2013.01.20 08:07:00 -
[18] - Quote
The MCC is this floating barge with cannons, that rarely fire, and we get to jump out of.
My suggestion is a Merc Cannon to replace the one that adds too little to the ambiance of the game. Jump in, set the angle, hold R1 similar to a Charge weapon. If you just hold it the Merc Cannon will fire you near the Red Zone in the direction it is pointing. If you release the trigger/Charge early it will fire some ... possibly arbitrary, distance in the direction of the Red Zone but definitely not at the edge.
One more thing to Shoot! Us!
If your Squad Leader has a squad order you could try to land there. It would be so cool!
Mercs raining from the sky! On purpose! |
Doshneil Antaro
SVER True Blood Unclaimed.
24
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Posted - 2013.01.22 09:52:00 -
[19] - Quote
7-10 times first spawn on ambush, I turn to face an enemy heavy, with no place to hide, I die. Random spawn 10 secs later, instanly getting shot from 3 angles. I'll stick to skirmish till something is fixed. |
Garrett Blacknova
Codex Troopers
1849
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Posted - 2013.01.22 10:49:00 -
[20] - Quote
Fixed that for you. |
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