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Baal Roo
Subdreddit Test Alliance Please Ignore
811
|
Posted - 2013.02.13 20:51:00 -
[1] - Quote
As many times as I've heard this discussed over and over and over again as a huge flaw by so many different players in game that I've lost count, I only just realized I've never seen anything about it posted here in the feedback section. So here you go.
The Reason Skirmish is Bad: Spawning on Objectives
This seemingly harmless mechanic removes 90% of all tactical play from the game. If the enemies attack you at one objective in a big rush, it does no good to counter attack their objective with some of your forces, because you know that the enemies who die in the rush will simply spawn back at the objective you are counter attacking by the time you get there.
It leaves us with a game mode where the entire strategy is to simply blob rush from objective to objective, and respawn at contested objectives.
The large majority of all deaths my squad sees when attacking an objective come from guys magically appearing and gunning you down while hacking. It's completely ludicrous.
Make the game more strategic, remove the objective spawning and add more CRUs.
EDIT: here's a slightly different way of stating the problem that I wrote in another thread (the one that made me realize this needed to be posted here):
Baal Roo wrote: Right now, the best strategy in skirmish is ALWAYS to RUSH RUSH RUSH RUSH, because the faster you die the faster you respawn to your objectives and can take care of any enemy attackers. It's why we see so many redline matches. All of the experienced players understand this mechanic and take advantage of it to redline one side or the other within the first 45 seconds of most matches, and why the remaining matches end on clones before the MCCs get to half armor.
Both teams rush each other, attacking with a blob at the enemy held objectives and defending their own with respawns, and the first team to win the initial fights at the objectives wins the match 90% of the time.
It's dull, cheap, and repetitive.
|
Stefan Stahl
Seituoda Taskforce Command Caldari State
25
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Posted - 2013.02.13 21:01:00 -
[2] - Quote
This should be obvious to both game designers and map designers, but since the game mechanic is still here I guess this needs to be voiced more clearly. |
Metatron Celestias
Dangerously Designed
9
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Posted - 2013.02.13 21:06:00 -
[3] - Quote
I've never actually put a thought to this problem specifically but knew something was off. I agree we need more CRUs instead of objective spawning. |
Jack Sharkey42
Sardaukar Merc Guild General Tso's Alliance
18
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Posted - 2013.02.13 21:24:00 -
[4] - Quote
LOL This is the flip side of the complaint , "People just spawn camp!"
You got bullets in my spawn point You got spawn in my bullet points |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.02.13 21:27:00 -
[5] - Quote
+1 I must agree. This would make CRU dropships, and drop uplinks more useful. |
Baal Roo
Subdreddit Test Alliance Please Ignore
811
|
Posted - 2013.02.13 21:31:00 -
[6] - Quote
Jack Sharkey42 wrote:LOL This is the flip side of the complaint , "People just spawn camp!"
You got bullets in my spawn point You got spawn in my bullet points
I understand why you would see the two as related, but they really are very different problems.
People do spawn camp, but that's a problem of one team playing strategically and the other team playing poorly.
Spawn camp someone in my squad once, shame on you. Spawn camp someone in my squad twice, shame on us.
This problem, OTOH, has to do with a mechanic that REMOVES strategic play and the need for communication. There is no need to coordinate, and no need to think ahead. Just rush and spawn, rush and spawn, and you win. The team that loses is almost always the team that tries to use a "strategy" and "defend and hold" objectives, because the game mechanics puts any strategy other than FULL ON ATTACK at a huge disadvantage. |
Terry Webber
Gothic Wars Consortium
35
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Posted - 2013.02.13 21:46:00 -
[7] - Quote
I agree with this thread. |
Bendtner92
Imperfects Negative-Feedback
369
|
Posted - 2013.02.13 21:53:00 -
[8] - Quote
I've actually said this many times in IRC in the last couple of months. Spawning on objectives should be removed. That was yet another reason why Craterlake was such a good map. You couldn't spawn on the objectives there and it actually made for a good experience.
I made these a while ago (I haven't gotten around to actually make a thread for it, partly because I don't feel like CCP is using any of our feedback anyway):
http://img252.imageshack.us/img252/8320/manuspeakmapchanges.png http://img841.imageshack.us/img841/3790/ashlandmapchanges.png http://img812.imageshack.us/img812/7961/lineharvestmapchanges.png http://img547.imageshack.us/img547/62/skimjunctionmapchanges.png
This is made with the idea of removing spawning on objectives.
Do note that this is just something done really quickly and might not be optimal, but that's how I want it to be in general. I still think we should have actual defender vs attacker game modes instead of this boring mode we have now, but I feel like this could do for a start. |
trollsroyce
Seraphim Initiative. CRONOS.
165
|
Posted - 2013.02.13 21:56:00 -
[9] - Quote
This could reinforce the strategic importance of sniping, so I like it. |
Skihids
Tritan-Industries Legacy Rising
970
|
Posted - 2013.02.13 22:10:00 -
[10] - Quote
Not only does spawning on objectives hurt game play, it makes no sense in the lore.
Where the hell are you coming from? Not a CRU. You don't drop from the sky. Not via a wormhole to a drop uplink. You just teleport in when there is no such technology in New Eden.
It really kills immersion to watch players materialize out of thin air. It just screams "this is a game!" |
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Scheneighnay McBob
Bojo's School of the Trades
1062
|
Posted - 2013.02.13 23:05:00 -
[11] - Quote
Support
But for the record: skirmish is good, ambush is terrible |
Bendtner92
Imperfects Negative-Feedback
369
|
Posted - 2013.02.13 23:08:00 -
[12] - Quote
Scheneighnay McBob wrote:Support
But for the record: skirmish is bad, ambush is worse Fixed.
Spawning on objectives is so lame.
|
Zin Suddu
DUST University Ivy League
3
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Posted - 2013.02.14 01:47:00 -
[13] - Quote
Disagree. -1
Not sure about this one guys. On the one hand yes it makes absolutely no sense lore wise for players to be able to appear from thin air at the site of a Null Canon which has - as far as I know - no wormhole technology encorporated into it's design. As far as I know. Yes it is annoying to be within inches of cap'ing a NC only to have an enemy player spawn on the capture point and riddle you with bullets. And yes the tactic of spamming cap spawn to drive the opposing team back into the red is a pain, though not an insurmountable obstacle in the least.
Conversely, however, without the ability to cap spawn travel times over the sometimes massive maps would become a problem in and of itself. Though you could argue that the use of CRU's and LAV's would mitigate this, the problem still remains. After all CRU's are not indestructible - at least they weren't the last time I played - and even if they were you would still end up with the blob/rush mechanic with clusters of players fighting over CRU's instead of NC's. Also keep in mind that you can only spawn on CRU's that you currently hold so having more CRU's neither adresses the issue of Redlining or Cap Rushing. In a worst case scenario an enemy team suitably organized could force there opponents into a tight spawn camp and destroy any remaining CRU's on the play field leaving no possible way for the opposition to spawn from anywhere outside of the MCC. One could try to use vehicles to escape that predicament but it only takes a handful of players with swarm launchers to ruin that plan, and even if they did manage to escape without the ability to spawn on capture points and with all available CRU's out of commission the only hope the escapees would have for victory would be strategically placed Drop Uplinks. So the argument then becomes a question, what's the answer?
I think the long and short of it is that Cap Spawns are ugly but a necessary evil to keep the game balanced and fun. Yes all of the issues that come with it are irksome but without it the game might become less fun. Nobody wants to run a marathon to get to the fight only to get shot in the first few seconds, or so, after getting there and have to do it all over again. Nobody wants to be four bars away from a cap just to have an enemy battalion spawn right next to them and steal away victory. What's the answer?
For my part I might recommend that instead of just popping out of thin air at NC's players have to que up in the MCC and take an RDV from there to the cap point. I know it could be argued that that's what Dropships are for but you can't always guarantee that one will be available in the field. Well not at least without making them free, or very inexpensive, and once you do that...oh shenanigans! I can see drop ships falling from the sky everywhere shenanigans!
Besides the RDV idea is more sound, a small troop carrier peels off from the MCC flies through the combat zone through hails of missiles and bullet fire - all which can effect the ship, even blow it up - before it stops a short distance away from the NC and deposits ground forces ready to assault or defend the selected position. Of course it might be best to only allow these transports to carry troops to allied NC's only as such a system could be quickly and easily abused, and allowing them to fly to any point would render the use of player owned dropships null. But you could rectify that by treating RDV troop deployments as the poor mans drop ship. I.E. RDV's cannot be equipped with weapons, only fly to NC's held by friendly forces, are vulnerable to attack, can only carry X amount of troops (less than a drop ship, perhaps only a squad), do not deliver forces directly to capture points, only nearby.
A system somwhat to this nature may help allieviate some stress caused by cap spawning by giving infiltrators a little time to see the enemy coming as opposed to the enemy just suddenly being there. Add in the ability to RDV to a pre determined set of randomly selected LZ's on the battlefield and you can even allieviate much of the stress of redlining by providing another means of "Access" to the combat zone beyond red zone itself. Include the option for players to debark/evacuate in case of emergency and you lessen the chances of people feeling cheated if the opposition shoots down their RDV. This solution also adresses the lore hole felt by some players by illustrating that, no players aren't spawning from thin air, they are arriving via transports, although this is a minor consideration at best.
A simpler solution is to disable an enemies ability to spawn at an NC as soon as an opposing player begins to hack it. That alone would eliminate the cap rush tactic and force players to actually plan a legitimate defense of cap points. Thus some players on the enemy team need to stay behind and defend thereby removing combat personel from the front lines and reduce the chance that any one team can effectively spawn camp it's opposition. Case in point.
Sheesh that was a mouthful!
Cheers! |
KalOfTheRathi
CowTek
168
|
Posted - 2013.02.14 02:10:00 -
[14] - Quote
Disagree. -1
The CRU allows an alternate attack vector into the battle but a captured letter allows for a defensive response. If the battle is stabilized, even momentarily, two hackers can get a letter capped quickly enough. Three allows someone covering their backs.
The problems you state are mostly based on Vets versus NewB interacting. That is always going to be a problem in pub matches. Until we get a Battle Finder that has enough filter options to make a difference in the groupings. A level balance criteria of some sort.
Currently only running in Corp battles I suppose would be another solution. How would one train recruits then?
The Red Line issue is something I see sometimes but in pub matches it is definitely not the default situation. Even one Dropship, a LAV or a stealth Scout Shotty can turn the tide. Not to mention hiding an Uplink if the situation is looking dire. Those actions are learned and take longer in some NewBs than others. |
J'Jor Da'Wg
KILL-EM-QUICK RISE of LEGION
648
|
Posted - 2013.02.14 02:52:00 -
[15] - Quote
Spawning on objecives is lame in every gameplay mechanic. In fact, I hate slawning c from thin air in general, especially in front of enemies. It is very immersiveness-breaking in general.
I have always liked protected spawn buildings or bunkers that allow you to spawn, get your bearings, and push out, protected at least inside the building from your enemies.
Planetside 2's spawn buildings are a great example. Multiple exits, but they keep the focus on controlling the objective because otherwise the protection and spawn point changes over.
Now, the spawn buildings are a little bit large for DUST's purposes, so I would instead propose that the spawning mechanism for CRUs is this:
Instead of appearing randomly outside the CRU, you spawn INTO the CRU viewing the surroundings through third person, much like the bunkers in MAG worked. Then, you spawn outside by pressing X and viewing a certain direction. (Almost entirely copied from MAG.)
In the future when the maps are larger and the objectives more spread out, I think dedicated spawn buildings like in Planetside would be best. Now, don't poo pooh that down just because "Dust isn't PS2." It works very well to avoid spawn trapping, and since it is still tied to the objective makes it much more interesting to capture.
I have always held that complaints about "buh buh buh getting redlined is unfaaaaiiirrr" are carebear in nature. You should make an effective offense to capture spawn points, and if you don't, shame on you. The null cannons are objectives, not spawn points, and good game design empasizes that objectives should not be close to where players spawn, otherwise imbalance occurs. The answer, as I said before, is to make certain CRUs / spawns tied to the objective, but not be placed on the objective itself.
Anyways, spawning directly on anything out of thin air is just lame. Its a lazy mechanic that works well in CoD but not in DUST. Also, the null cannon model could be cooler. Its not very "cannon" looking. At least it could be more militay looking. It just looks like a computer console at this point. |
Imp Smash
On The Brink
51
|
Posted - 2013.02.14 07:05:00 -
[16] - Quote
KalOfTheRathi wrote:Disagree. -1
The CRU allows an alternate attack vector into the battle but a captured letter allows for a defensive response. If the battle is stabilized, even momentarily, two hackers can get a letter capped quickly enough. Three allows someone covering their backs.
The problems you state are mostly based on Vets versus NewB interacting. That is always going to be a problem in pub matches. Until we get a Battle Finder that has enough filter options to make a difference in the groupings. A level balance criteria of some sort.
Currently only running in Corp battles I suppose would be another solution. How would one train recruits then?
The Red Line issue is something I see sometimes but in pub matches it is definitely not the default situation. Even one Dropship, a LAV or a stealth Scout Shotty can turn the tide. Not to mention hiding an Uplink if the situation is looking dire. Those actions are learned and take longer in some NewBs than others. I agree with this post. |
Bendtner92
Imperfects Negative-Feedback
369
|
Posted - 2013.02.14 08:09:00 -
[17] - Quote
Being able to defend an objective as easy as you can right now by just spawning on the objective is so lame. When killed you should be pushed back in the battlefield quite a bit (unless revived), and not just be able to spawn right back at the objective about to get attacked by the other team.
Instead of being able to spawn on objectives there should be more CRUs. Make them indestructible for pub matches if you have to. Again, I made this really quickly a while back to give a general idea of how it should be:
http://img252.imageshack.us/img252/8320/manuspeakmapchanges.png http://img841.imageshack.us/img841/3790/ashlandmapchanges.png http://img812.imageshack.us/img812/7961/lineharvestmapchanges.png http://img547.imageshack.us/img547/62/skimjunctionmapchanges.png
Not only would it lead to less spawncamping on the objectives (yes, I know most of it will just move to the CRUs instead, but there are ways to limit/prevent that), but it would also promote using alternate spawnpoints as well. I'm talking about Uplinks, Dropships with CRU (once they give pilots WP opportunities at least) and ground vehicles with CRUs as well (and in my opinion the CRU shouldn't be inactivated if there's no driver).
It would be much more valuable to have a Scout run for the CRU farthest away or even use a Dropship to get people there. It would be much more valuable to actually revive people at objectives and support them in general at objectives. |
Heinz Doofenshertz
BetaMax.
360
|
Posted - 2013.02.14 08:21:00 -
[18] - Quote
I'd comment on the maps if they were say 10 times larger so I could see what your talking about. |
Oxskull Duncarino
Shadow Company HQ
165
|
Posted - 2013.02.14 09:07:00 -
[19] - Quote
+1. As soon as the maps get bigger this would make dropships and drop uplinks extremely relevant. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.02.16 02:47:00 -
[20] - Quote
I fully support replacing objective spawning with more CRUs on the map, would add a layer of tactics beyond controlling the cannons, and necessitate holding CRUs as well to defend them. |
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Zero Harpuia
Maverick Conflict Solutions
422
|
Posted - 2013.02.16 06:51:00 -
[21] - Quote
+1. I'm a Logi with a Laser Rifle, so I can't follow my squad to a point to assist with the hack (a Logi specialty) or heal (another Logi specialty) because a heavy may spawn out of thin air five feet from me and instagib me because random BS. In Planetside, the objectives are a decent distance from the spawns. In MAG, the objectives are a decent distance from the bunkers. In CoD, the points are not where you spawn into, if there are any points at all. There is a reason for this, as many people before me have pointed out. Anyone with long range weapons or a lower HP suit gets screwed royally for attempting to hack an objective because some random dood will spawn in and just slap you off the point. the CRUs we have are a bit too close to the points IMO, but if we solely spawned to them instead of the points themselves, then the game would be just that much better.
And on the subject of spawning, make a Drop Uplink a bit more noticeable, being able to spawn in ~8 people to an almost invisible point (completely invisible if the damn thing decides to not be rendered) is a tad broken. If they did the Planetside thing where there is a hugeass flare where the drop-in points are placed, then maybe that'd balance it out... |
ImperfectFan514
IMPSwarm Negative-Feedback
51
|
Posted - 2013.02.16 07:30:00 -
[22] - Quote
The ability to spawn in on an objective has absolutely nothing to do with skirmish being bad. People that spawn in on points as they are being hacked in most cases are a free kill. If you are getting killed, while your hacking and OBJ your obviously doing it wrong, or your buddy covering your back is a terrible shot.
The current ability to spawn on an objective has nothing to do with skirmish being bad. Skirmish is bad, because CCP decided to emulate COD and Battlefield. (Domination/Conquest) This domination/conquest mode we now know as Skirmish just doesn't really work for a game like this. It caters to players that know how to set up kill farms and just stomp all over people. Newer players just roam around the map not really knowing what they are doing. The original skirmish was much more accessible for a variety of player skills. |
Psi R
IT'S NO USE
23
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Posted - 2013.02.16 07:35:00 -
[23] - Quote
KAGEHOSHI Horned Wolf wrote:+1 I must agree. This would make CRU dropships, and drop uplinks more useful.
|
Bendtner92
Imperfects Negative-Feedback
369
|
Posted - 2013.02.16 08:43:00 -
[24] - Quote
ImperfectFan514 wrote:The ability to spawn in on an objective has absolutely nothing to do with skirmish being bad. People that spawn in on points as they are being hacked in most cases are a free kill. If you are getting killed, while your hacking and OBJ your obviously doing it wrong, or your buddy covering your back is a terrible shot.
The current ability to spawn on an objective has nothing to do with skirmish being bad. Skirmish is bad, because CCP decided to emulate COD and Battlefield. (Domination/Conquest) This domination/conquest mode we now know as Skirmish just doesn't really work for a game like this. It caters to players that know how to set up kill farms and just stomp all over people. Newer players just roam around the map not really knowing what they are doing. The original skirmish was much more accessible for a variety of player skills. It's a huge reason for Skirmish being as bad as it is. I never said Skirmish wouldn't still be bad even without spawning on objectives. I've been wanting actual defender vs attackers game modes since they took out Skirmish v1, but this is just a suggestion to make the current Skirmish a little less bad.
When killed you absolutely should be pushed back and not just be able to spawn back at an objective about to get hacked. Spawning on objectives almost entirely neglects the need for Drop Uplinks and Dropships and other vehicles with CRUs.
Spawning on objectives is just so seriously lame. Can you imagine being able to spawn at the objectives in MAG? |
Baal Roo
Subdreddit Test Alliance Please Ignore
811
|
Posted - 2013.02.16 12:42:00 -
[25] - Quote
ImperfectFan514 wrote:The ability to spawn in on an objective has absolutely nothing to do with skirmish being bad. People that spawn in on points as they are being hacked in most cases are a free kill. If you are getting killed, while your hacking and OBJ your obviously doing it wrong, or your buddy covering your back is a terrible shot.
I don't think it's fair to say "you're doing it wrong" here. I can't count how many times my squad has rolled up on an undefended objective, only to have 3 or 4 heavies/shotgun scouts spawn right on top of us, or how many times I've done the same to someone else. And just forget "stealth" hacking with a single sneaky scout, that's just asking to get ganked by a lucky raspberry who just happens to be spawning in at the right time. The whole mechanic of it just makes playing defense almost entirely unnecessary. |
Coleman Gray
Coalition Of Goverments
47
|
Posted - 2013.02.16 13:01:00 -
[26] - Quote
But it takes longer to respawn than to hack so if you just died and tr to respawn at that objective and they hack it, your repsan timer resets, taking you out the game for even longer so it does have it's risks. |
semperfi1999
Internal Error. Negative-Feedback
317
|
Posted - 2013.02.16 14:56:00 -
[27] - Quote
I agree that this could lead to spawn trapping more but it would be more strategic as well. I think this should be implemented once we have the abilities to call down our own CRUs. Right now it would be too easy to spawn trap the other team however once CRUs can be called down now you have the ability to get behind the enemy line and place a spawn point that everyone can use until its either hacked or destroyed. |
Malefactor 00420
Subdreddit Test Alliance Please Ignore
24
|
Posted - 2013.02.16 17:39:00 -
[28] - Quote
I support this idea. I also think that seeing an equipment item that blocks spawning in a certain radius for a set duration would be cool. It should be destructible and such like a nanohive or uplink. |
Baal Roo
Subdreddit Test Alliance Please Ignore
811
|
Posted - 2013.02.16 23:01:00 -
[29] - Quote
Zero Harpuia wrote:+1. I'm a Logi with a Laser Rifle, so I can't follow my squad to a point to assist with the hack (a Logi specialty) or heal (another Logi specialty) because a heavy may spawn out of thin air five feet from me and instagib me because random BS. In Planetside, the objectives are a decent distance from the spawns. In MAG, the objectives are a decent distance from the bunkers. In CoD, the points are not where you spawn into, if there are any points at all. There is a reason for this, as many people before me have pointed out. Anyone with long range weapons or a lower HP suit gets screwed royally for attempting to hack an objective because some random dood will spawn in and just slap you off the point. the CRUs we have are a bit too close to the points IMO, but if we solely spawned to them instead of the points themselves, then the game would be just that much better.
And on the subject of spawning, make a Drop Uplink a bit more noticeable, being able to spawn in ~8 people to an almost invisible point (completely invisible if the damn thing decides to not be rendered) is a tad broken. If they did the Planetside thing where there is a hugeass flare where the drop-in points are placed, then maybe that'd balance it out...
I like everything you said here, except the bit about making uplinks more noticeable. I agree that the graphical glitch where deployed equipment often can't be seen is annoying, but assuming they fix that, I like the visibility uplinks currently have. They audibly hum, and glow enough that they can be seen from a fair distance. I like having to search a bit in the direction the enemies are streaming in from. And the clever play that is encouraged by being able to sneak behind enemy lines and drop a good upllink for your squad. |
xXl DeathDealer lXx
Intara Direct Action Caldari State
2
|
Posted - 2013.02.17 18:11:00 -
[30] - Quote
Baal Roo wrote:As many times as I've heard this discussed over and over and over again as a huge flaw by so many different players in game that I've lost count, I only just realized I've never seen anything about it posted here in the feedback section. So here you go. The Reason Skirmish is Bad: Spawning on ObjectivesThis seemingly harmless mechanic removes 90% of all tactical play from the game. If the enemies attack you at one objective in a big rush, it does no good to counter attack their objective with some of your forces, because you know that the enemies who die in the rush will simply spawn back at the objective you are counter attacking by the time you get there. It leaves us with a game mode where the entire strategy is to simply blob rush from objective to objective, and respawn at contested objectives. The large majority of all deaths my squad sees when attacking an objective come from guys magically appearing and gunning you down while hacking. It's completely ludicrous. Make the game more strategic, remove the objective spawning and add more CRUs. EDIT: here's a slightly different way of stating the problem that I wrote in another thread (the one that made me realize this needed to be posted here): Baal Roo wrote: Right now, the best strategy in skirmish is ALWAYS to RUSH RUSH RUSH RUSH, because the faster you die the faster you respawn to your objectives and can take care of any enemy attackers. It's why we see so many redline matches. All of the experienced players understand this mechanic and take advantage of it to redline one side or the other within the first 45 seconds of most matches, and why the remaining matches end on clones before the MCCs get to half armor.
Both teams rush each other, attacking with a blob at the enemy held objectives and defending their own with respawns, and the first team to win the initial fights at the objectives wins the match 90% of the time.
It's dull, cheap, and repetitive.
I think that a good fix to this is to remove having to manually hack something. Make it so that you automatically hack when within a few yards of an objective when no enemies are there. This would solve everyone's problems. You can stay alert so you don't get spawned on and mowed down and protect yourself from objective campers especially snipers. Everyone wins. |
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.02.21 22:04:00 -
[31] - Quote
xXl DeathDealer lXx wrote:I think that a good fix to this is to remove having to manually hack something. Make it so that you automatically hack when within a few yards of an objective when no enemies are there. This would solve everyone's problems. You can stay alert so you don't get spawned on and mowed down and protect yourself from objective campers especially snipers. Everyone wins.
I don't like the idea of autohack, I like the risk being involved with hacking |
Baal Roo
Subdreddit Test Alliance Please Ignore
811
|
Posted - 2013.02.22 23:52:00 -
[32] - Quote
KAGEHOSHI Horned Wolf wrote:xXl DeathDealer lXx wrote:I think that a good fix to this is to remove having to manually hack something. Make it so that you automatically hack when within a few yards of an objective when no enemies are there. This would solve everyone's problems. You can stay alert so you don't get spawned on and mowed down and protect yourself from objective campers especially snipers. Everyone wins. I don't like the idea of autohack, I like the risk being involved with hacking
Agreed. Actually hacking the objective means you need to either have a squad with you, or put your own ass on the line... which is a fun premise for hacking. The issue is with being able to spawn DIRECTLY onto the objectives that are supposed to be the basis of the tactical play, not with how the hacking itself works.
Spawning directly onto objectives is like playing chess with all queens. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3068
|
Posted - 2013.02.27 07:37:00 -
[33] - Quote
Aside from being better for the game, this would make more sense then magically appearing on the objectives when there aren't CRUs or drop uplinks. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3087
|
Posted - 2013.03.02 23:21:00 -
[34] - Quote
Anyone else want? |
Thrillhouse Van Houten
Expert Intervention Caldari State
14
|
Posted - 2013.03.03 01:57:00 -
[35] - Quote
Absolutely.
I have little experience in FPS games and so I've never played anything with spawns or objectives like a Skirmish map in Dust. The first thing I said to myself when I played one was "why can you spawn at the objectives?" It makes no sense to me. Since skirmish is clearly the "strategy" mode in our current setup, where is the strategy?
The team that stays together, slays together. You roll in a mas of humanity from objective to objective until you either redline the enemy or win from clone kills. Some strategy. |
Doshneil Antaro
SVER True Blood Unclaimed.
24
|
Posted - 2013.03.03 02:34:00 -
[36] - Quote
Skirmish is fine, it's how your team plays it. 5 letter maps, spawn, rush to the center three objs, ignore outer letters, crus, turrets, supply depots. fight and stay only on those inner 3 three letters. 3 letter maps, go to the second furthest letter and camp it, ignore all hackables on the way, and only go back to closests letter if your team needs backup. Skirmish is a defensive heavy game, so if your worried every letter and get aggresive, you will just be chasing the enimes tail, hacking what they hack as they are hacking yours. I cant remember the map name, but the one with the pipes its a 5 letter, stay nearer to B, move to A or C when they are under attack. |
Berserker007
Imperfects Negative-Feedback
214
|
Posted - 2013.03.03 03:08:00 -
[37] - Quote
Baal Roo wrote:As many times as I've heard this discussed over and over and over again as a huge flaw by so many different players in game that I've lost count, I only just realized I've never seen anything about it posted here in the feedback section. So here you go. The Reason Skirmish is Bad: Spawning on ObjectivesThis seemingly harmless mechanic removes 90% of all tactical play from the game. If the enemies attack you at one objective in a big rush, it does no good to counter attack their objective with some of your forces, because you know that the enemies who die in the rush will simply spawn back at the objective you are counter attacking by the time you get there. It leaves us with a game mode where the entire strategy is to simply blob rush from objective to objective, and respawn at contested objectives. The large majority of all deaths my squad sees when attacking an objective come from guys magically appearing and gunning you down while hacking. It's completely ludicrous. Make the game more strategic, remove the objective spawning and add more CRUs. EDIT: here's a slightly different way of stating the problem that I wrote in another thread (the one that made me realize this needed to be posted here): Baal Roo wrote: Right now, the best strategy in skirmish is ALWAYS to RUSH RUSH RUSH RUSH, because the faster you die the faster you respawn to your objectives and can take care of any enemy attackers. It's why we see so many redline matches. All of the experienced players understand this mechanic and take advantage of it to redline one side or the other within the first 45 seconds of most matches, and why the remaining matches end on clones before the MCCs get to half armor.
Both teams rush each other, attacking with a blob at the enemy held objectives and defending their own with respawns, and the first team to win the initial fights at the objectives wins the match 90% of the time.
It's dull, cheap, and repetitive.
Ill admit i didnt read through the entire thread, but i may solo in this, but this is a horrible idea. Simply b/c of these one reason:
U can destroy CRUs
So yeah, make more crus, simply destroy them then each team is stuck spawning back at the mcc. Easy way to stop magic deaths. Its called squad cover & communication
|
Bendtner92
Imperfects Negative-Feedback
385
|
Posted - 2013.03.03 10:04:00 -
[38] - Quote
Berserker007 wrote:Baal Roo wrote:As many times as I've heard this discussed over and over and over again as a huge flaw by so many different players in game that I've lost count, I only just realized I've never seen anything about it posted here in the feedback section. So here you go. The Reason Skirmish is Bad: Spawning on ObjectivesThis seemingly harmless mechanic removes 90% of all tactical play from the game. If the enemies attack you at one objective in a big rush, it does no good to counter attack their objective with some of your forces, because you know that the enemies who die in the rush will simply spawn back at the objective you are counter attacking by the time you get there. It leaves us with a game mode where the entire strategy is to simply blob rush from objective to objective, and respawn at contested objectives. The large majority of all deaths my squad sees when attacking an objective come from guys magically appearing and gunning you down while hacking. It's completely ludicrous. Make the game more strategic, remove the objective spawning and add more CRUs. EDIT: here's a slightly different way of stating the problem that I wrote in another thread (the one that made me realize this needed to be posted here): Baal Roo wrote: Right now, the best strategy in skirmish is ALWAYS to RUSH RUSH RUSH RUSH, because the faster you die the faster you respawn to your objectives and can take care of any enemy attackers. It's why we see so many redline matches. All of the experienced players understand this mechanic and take advantage of it to redline one side or the other within the first 45 seconds of most matches, and why the remaining matches end on clones before the MCCs get to half armor.
Both teams rush each other, attacking with a blob at the enemy held objectives and defending their own with respawns, and the first team to win the initial fights at the objectives wins the match 90% of the time.
It's dull, cheap, and repetitive.
Ill admit i didnt read through the entire thread, but i may solo in this, but this is a horrible idea. Simply b/c of these one reason: U can destroy CRUs So yeah, make more crus, simply destroy them then each team is stuck spawning back at the mcc. Easy way to stop magic deaths. Its called squad cover & communication You can make the CRUs indestructible. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3093
|
Posted - 2013.03.03 10:34:00 -
[39] - Quote
Even if CRUs are destructible, eventually commanders will have to the power to deploy more on the battlefield. This idea involves adding more CRUs to the battlefield, destroying all CRUs in their current quantity is hard enough, with even more CRUs it would be close to impossible.
To prevent MCC spawn camping, THE MCCs SHOULD ROTATE AROUND THE MAP. This means the drop zone will always be different, and make the battle more dynamic s a result. |
Vyzion Eyri
The Southern Legion
182
|
Posted - 2013.03.03 10:35:00 -
[40] - Quote
I could support CCP and suggest reasons as to why letters should be able to be spawned on, but the fact is, as someone kindly pointed out above, more immersion and strategy could potentially be birthed from a removal of this ability to spawn on objectives.
And people will finally spawn in my dropship. It does get lonely, soaring the skies with only swarms for company. |
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Baal Roo
Subdreddit Test Alliance Please Ignore
848
|
Posted - 2013.03.03 21:25:00 -
[41] - Quote
KAGEHOSHI Horned Wolf wrote:Even if CRUs are destructible, eventually commanders will have to the power to deploy more on the battlefield. This idea involves adding more CRUs to the battlefield, destroying all CRUs in their current quantity is hard enough, with even more CRUs it would be close to impossible.
To prevent MCC spawn camping, THE MCCs SHOULD ROTATE AROUND THE MAP. This means the drop zone will always be different, and make the battle more dynamic s a result.
alternatively, there could be two different types of CRUs. The current ones that are destructible installations that will eventually be called in as assets, and a different sort that work like the objective (indestructible and pre-placed on the maps).
In my own personal vision, each objective would have an accompanying "built in" CRU that was NEAR the objective, but not directly on top of it. Some maps currently have this already for some objectives. Yes, it seems like a minor change, but the strategic implications would add quite a bit to the game, making the choice of "do we hack the objective or the CRU first" (and defenders would have to make similar choices) much more important. |
Talos Alomar
Subdreddit Test Alliance Please Ignore
423
|
Posted - 2013.03.03 23:51:00 -
[42] - Quote
Baal Roo wrote:but the strategic implications would add quite a bit to the game, making the choice of "do we hack the objective or the CRU first" (and defenders would have to make similar choices) much more important.
It would also add the option to destroy the CRU, but at the cost of your troops not being able to spawn near the objective without relying on uplinks.
I would personally like to see some sort of transport vessel you could get in at the MCC that would drop you off at the objectives. Like a ship that drops you off where you need to go. I wonder if they'll ever put a "dropping ship" in the game to give us options for advanced tactics? |
Doshneil Antaro
SVER True Blood Unclaimed.
24
|
Posted - 2013.03.05 04:05:00 -
[43] - Quote
Baal Roo wrote:KAGEHOSHI Horned Wolf wrote:Even if CRUs are destructible, eventually commanders will have to the power to deploy more on the battlefield. This idea involves adding more CRUs to the battlefield, destroying all CRUs in their current quantity is hard enough, with even more CRUs it would be close to impossible.
To prevent MCC spawn camping, THE MCCs SHOULD ROTATE AROUND THE MAP. This means the drop zone will always be different, and make the battle more dynamic s a result. alternatively, there could be two different types of CRUs. The current ones that are destructible installations that will eventually be called in as assets, and a different sort that work like the objective (indestructible and pre-placed on the maps). In my own personal vision, each objective would have an accompanying "built in" CRU that was NEAR the objective, but not directly on top of it. Some maps currently have this already for some objectives. Yes, it seems like a minor change, but the strategic implications would add quite a bit to the game, making the choice of "do we hack the objective or the CRU first" (and defenders would have to make similar choices) much more important. like your idea. Also, always hack the CRU first, this gives you instant team spawn location, but hacking the letter you have to wait for the virus to upload. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3104
|
Posted - 2013.03.05 10:40:00 -
[44] - Quote
http://dustmercs.blogspot.com/2013/03/perfecting-skirmish.html idea featured here. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3180
|
Posted - 2013.03.16 11:26:00 -
[45] - Quote
The ability to spawn on objectives gives an uneeded extra bonus to the team that captured it. It helps makes Skirmish battles one-sided, predictable, and ultimately and boring. |
Bendtner92
Imperfects Negative-Feedback
444
|
Posted - 2013.03.24 11:25:00 -
[46] - Quote
This would be a huge improvement to the current Skirmish mode.
While I still want actual attacker vs defender modes, this would at least make Skirmish better. |
KalOfTheRathi
CowTek
267
|
Posted - 2013.03.24 11:54:00 -
[47] - Quote
Wow, what a mishmash of ideas all because of hating on the Skirmish. It makes me wonder how many of you mostly run Ambush?
I run with a few mates in various Squads and depending on several things we can control a map without Blob Rushing. Have a plan, have some contingency plans and be able to adapt. It is better if we could always get in the start of a game but we have pulled wins from lost causes more than once.
This seems like yet another idea to make DUST into something it isn't and/or to control how the Blues play the game. They are Not in your Squad. They are going to play the way They Want. Some will do well, others will not come close. Same as you Mercs.
The Blob Rushing was mentioned in a recent YouTube video about how DUST battles work. It was cute but it is not science and is an isolated incident being used to misstate how all games in Skirmish play out. I find it will do that Sometimes but more often than not it is not the default case. The only constant is that different Squads and Random Blues will all have different skill sets and play styles.
Skirmish is fine. Use your Squad. Use mics. It takes all kinds of Mercs to fill up the DUST.
|
Baal Roo
Subdreddit Test Alliance Please Ignore
985
|
Posted - 2013.03.24 18:48:00 -
[48] - Quote
KalOfTheRathi wrote:Wow, what a mishmash of ideas all because of hating on the Skirmish. It makes me wonder how many of you mostly run Ambush?
I run with a few mates in various Squads and depending on several things we can control a map without Blob Rushing. Have a plan, have some contingency plans and be able to adapt. It is better if we could always get in the start of a game but we have pulled wins from lost causes more than once.
This seems like yet another idea to make DUST into something it isn't and/or to control how the Blues play the game. They are Not in your Squad. They are going to play the way They Want. Some will do well, others will not come close. Same as you Mercs.
The Blob Rushing was mentioned in a recent YouTube video about how DUST battles work. It was cute but it is not science and is an isolated incident being used to misstate how all games in Skirmish play out. I find it will do that Sometimes but more often than not it is not the default case. The only constant is that different Squads and Random Blues will all have different skill sets and play styles.
Skirmish is fine. Use your Squad. Use mics. It takes all kinds of Mercs to fill up the DUST.
I've played plenty of skirmish, anymore almost no one worth a **** plays it though. Lately it's pretty difficult to lose a skirmish round with a squad, mostly because of the problem being discussed in this thread. Most people who have been playing long enough to get good at the game see skirmish for the broken game mode that it is.
It has nothing to do with how others are playing the game mode, we're discussing the flaw in the game mode that removes 90% of the possible strategy. Skirmish is currently just Ambush that moves from objective to objective because of this goofy spawning system. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3226
|
Posted - 2013.03.24 20:56:00 -
[49] - Quote
Holding an objective is its own reward since it helps your team win the battle, having the ability to spawn on it is an unnecessary bonus that makes defending far too easy.
Removing objective spawning would make defending them harder since defenders will have to actually take time to travel to the objective, and it would make it easier for objectives to switch hands, leading for more dynamic battles instead of boring battles where one team is being red-lined.
Remove objective spawning and add more CRUs. |
Leither Yiltron
KILL-EM-QUICK RISE of LEGION
418
|
Posted - 2013.03.24 22:07:00 -
[50] - Quote
Remove objective spawning, add more CRU's in the right palces, and make CRU's less of a liability to possess by adding a little bit of spawn protection and by making them harder to flip. |
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Mithridates VI
The Southern Legion
454
|
Posted - 2013.03.24 22:12:00 -
[51] - Quote
Spawning on the objectives feels similar to a capture the flag match allowing me to spawn on the flag carrier. |
Cat Merc
Planetary Response Organisation Test Friends Please Ignore
212
|
Posted - 2013.03.24 22:13:00 -
[52] - Quote
Orbital Drops. They will drop from the sky to the cap point making a loud noise warning you. |
Drykhan Freez
DUST University Ivy League
0
|
Posted - 2013.03.25 17:39:00 -
[53] - Quote
What if... - Objective spawning was eliminated, - CRUs were removed, - Spawns were only drops from the MCC that could be targeted to land at player placed drop uplinks?
To me that would seem to satisfy the immersion complaints (combatants are dropped from the MCC to an uplink instead of just appearing), as well as the strategic concerns (the only spawn points are the ones your teammates dropped and your opponents did not find). |
Daedric Lothar
Onslaught Inc
24
|
Posted - 2013.03.25 17:49:00 -
[54] - Quote
I don't see a problem with spawning on an objective. I just feel it makes the armies seem bigger then they are. I mean, killing two guys and taking the base may be more tactically effective, but fighting 2 guys then 2 more guys makes me feel more like I am attacking an armed compound.
I look at it as a easy way to pretend there is more then just 16 people to shoot at. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3252
|
Posted - 2013.03.27 03:41:00 -
[55] - Quote
Objective spawning is bad, and it should feel bad. |
NextDark Knight
Seituoda Taskforce Command Caldari State
3
|
Posted - 2013.03.27 04:23:00 -
[56] - Quote
I don't think there is enough people in each game to get rid of objective spawning just yet. Maybe when the player count in game increases. |
Cross Atu
Conspiratus Immortalis
850
|
Posted - 2013.03.27 05:06:00 -
[57] - Quote
Baal, KAGEHOSHI, I'm baffled. Usually I heartily support what I hear from both of you and even when we disagree I feel you make solid well reasoned points, on the first part of this thread however I've been pretty much shaking my head wondering if I'm reading an elaborate troll. These two quotes however turn the tide back toward the quality and clarity I've gown accustomed to from both of you.
KAGEHOSHI Horned Wolf wrote: To prevent MCC spawn camping, THE MCCs SHOULD ROTATE AROUND THE MAP. This means the drop zone will always be different, and make the battle more dynamic s a result.
Baal Roo wrote: In my own personal vision, each objective would have an accompanying "built in" CRU that was NEAR the objective, but not directly on top of it. Some maps currently have this already for some objectives. Yes, it seems like a minor change, but the strategic implications would add quite a bit to the game, making the choice of "do we hack the objective or the CRU first" (and defenders would have to make similar choices) much more important.
I can happily support those two changes to the current system and Baal if your vision were in place I think that would indeed add nuance to Skirmish that would be a breath of fresh air.
Having said that I do feel the need to post a couple of counter points to other ideas raised in this thread, if any of the ideas I'm responding to are now "outdated" in favor of the above quoted suggestions feel free to ignore my responses on those counts and I'll proceed in this thread under the assumption that they're ideas which we've moved beyond during the course of discussion and are no longer on the table.
More CRUs - This in itself is a fine idea, but is in no way a possible substitue for the current NC spawn points. Our standard CRUs can be popped by HAV fire (or even upgraded LAV/Forge fire) much more rapidly that seems to have been acknowledged. I've been in matches as recently as tonight where a single Proto Swarm user took out all the CRUs and Depots on the map from behind his own teams lines of defense and still had time/ammo to take out several LAVs as well. If one guy with swarms can do that even doubling or tripling the total CRUs pre map won't allow them to survive a single squad who's decided to take them out. This leads to far less tactical game play as one squad (or less) can unilaterally redefine the battlefield and increase the frequency of spawn camps. Red lines are boaring and are fed by having few/bottlenecked spawing locations, we need less of it not more.
Sky Spawn - Another case of an idea that is fine and even good as an addition to the game but as a substitution becomes terrible. Talk about removing tactical game play make every spawn both more obvious to opposing forces and more vulnerable to being DOA. Again spawn camping reduces fun and should be minimized not supported by map mechanics, which forcing mercs into a predictable, obvious and exposed spawning method most certainly does.
Uplinks - These are heavily underused, and granted the "hidden in the terrain" bug is a problem but they honestly don't need a buff or more of a reason for use. In fact making them more tactically useful pushes the limits of being broken. I can already get 4 uplinks out during the opening of a match on my own having set up a spawn network on/near ever NC. With a squad of 4 that's 16 links and that's while only having level 1 in the uplinks skill. When I had proto uplinks before the wipe I could nearly hit that squad mark by myself and I'm usually able to earn several hundred WPs off the uplinks alone (that becomes around a thousand in an ambush oms which the total removal of static/indestructible spawns would push skirmish towards). Beyond that having them be a "mainstay" of general spawning as opposed to tactical spawning runs into the same sorts of problems that CRUs face as outlined above, except that you don't even need AV to take them out.
Hacking - Solo Don't undersell the value of character skills. During closed beta I ran a solo infiltrator hack fit with full skill support. I used only the SMG as a weapon and was still able to 'run the table' on many pub matches. I did not need to kill opposing forces, and I rarely ever got popped by either hidden forces or spawners, such a role is not only viable but highly effective (in pubs anyway, Corp/FW is another beast). Squad - The squad I run with tends to have one guy start the hack and to others jump on at 50%. This not only means max WP gains from it but also that we're rarely pulled off the hack by incoming hostile squads, much less piecemeal spawn ins.
Summation - I agree with much of the principle of this thread but any alterations must be done very carefully with an eye to maintaining many dynamic spawn locations that are not purely player dependent as in the present game it is already far to easy to trap and spawn camp a team removing all tactical play from the game. I highly support the quoted text above but would add current CRUs should at least stay at present levels (tho more would be fine) even with those changes.
Cheers, Cross |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3471
|
Posted - 2013.04.17 08:12:00 -
[58] - Quote
Still bad |
Garrett Blacknova
Codex Troopers
2546
|
Posted - 2013.04.17 12:25:00 -
[59] - Quote
Still disagree that it's bad.
If you have your whole team spawning at a single objective, getting farmed for kills because the enemy team has several people watching the backs of the player(s) hacking, you're wasting clones.
If you spawn at a nearby CRU instead, or if you spawn at another point and move in from there, you can push the enemy team away and reclaim the objective before it flips.
If you attack with several players to push the enemy into spawning/swarming that objective, then someone else attacks one of the other objectives, most of the enemy team is usually focused on the fight in front of them, and you get a free hack, at which point, usually more players than the team can afford will abandon the current fight to come after your freshly-hacked objective - which they can no longer spawn on after you've hacked it.
If you could spawn on objectives after the hack but before it flips, there would be a problem. But once that process starts, you're locked out of spawning there, so the attackers need to efectively form a defensive perimeter watching for spawns and external approach - As it should be, attacking requires a coordinated effort, and so does a successful defense. |
Bucktooth Badger
Buck's Intergalactic Pawn Shop
75
|
Posted - 2013.04.19 07:34:00 -
[60] - Quote
Just a quick post to lend my support to this suggestion.
This game has evolved massively over the last few builds, so it would be good to bring some tactics & strategy to the playing field before the game playing becomes stale & not keeping up with the mechanics.
Basically - Make the blob think! |
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Spacetits CDXX
Subdreddit Test Alliance Please Ignore
207
|
Posted - 2013.04.21 00:21:00 -
[61] - Quote
+1, tend to agree, and definitely spawning on CRUs makes far more sense than materializing at NCs. One thing I would add is that in this system, some of the CRUs would need to be placed such that it was between hard and impossible to blow them up with a HAV or Forge Gun. Otherwise one team could just blow up all the CRUs, and then even if one or two the other team breaks out of the redline to get a hack, they're still kittened without support. |
We are 138
Subdreddit Test Alliance Please Ignore
16
|
Posted - 2013.04.21 00:30:00 -
[62] - Quote
Spacetits CDXX wrote:+1, tend to agree, and definitely spawning on CRUs makes far more sense than materializing at NCs. One thing I would add is that in this system, some of the CRUs would need to be placed such that it was between hard and impossible to blow them up with a HAV or Forge Gun. Otherwise one team could just blow up all the CRUs, and then even if one or two the other team breaks out of the redline to get a hack, they're still kittened without support.
Indeed, putting the CRUs inside a small building, like a bunker (has been mentioned earlier) would keep them from being blown up. Also I agree that the current mechanics are a bit flawed and spawn on objective is not the way to go. |
Torr Wrath
Subdreddit Test Alliance Please Ignore
174
|
Posted - 2013.04.21 01:22:00 -
[63] - Quote
J'Jor Da'Wg wrote:Spawning on objecives is lame in every gameplay mechanic. In fact, I hate slawning c from thin air in general, especially in front of enemies. It is very immersiveness-breaking in general.
I have always liked protected spawn buildings or bunkers that allow you to spawn, get your bearings, and push out, protected at least inside the building from your enemies.
Planetside 2's spawn buildings are a great example. Multiple exits, but they keep the focus on controlling the objective because otherwise the protection and spawn point changes over.
Now, the spawn buildings are a little bit large for DUST's purposes, so I would instead propose that the spawning mechanism for CRUs is this:
Instead of appearing randomly outside the CRU, you spawn INTO the CRU viewing the surroundings through third person, much like the bunkers in MAG worked. Then, you spawn outside by pressing X and viewing a certain direction. (Almost entirely copied from MAG.)
I actually really like this idea. +1 |
Lynn Beck
Forsaken Legion-0
3
|
Posted - 2013.04.21 01:26:00 -
[64] - Quote
+1 One guy noted spawning with RDV, i say why not just spawn with that pod in the opening video? |
RINON114
B.S.A.A.
97
|
Posted - 2013.04.21 01:53:00 -
[65] - Quote
Torr Wrath wrote:J'Jor Da'Wg wrote:Spawning on objecives is lame in every gameplay mechanic. In fact, I hate slawning c from thin air in general, especially in front of enemies. It is very immersiveness-breaking in general.
I have always liked protected spawn buildings or bunkers that allow you to spawn, get your bearings, and push out, protected at least inside the building from your enemies.
Planetside 2's spawn buildings are a great example. Multiple exits, but they keep the focus on controlling the objective because otherwise the protection and spawn point changes over.
Now, the spawn buildings are a little bit large for DUST's purposes, so I would instead propose that the spawning mechanism for CRUs is this:
Instead of appearing randomly outside the CRU, you spawn INTO the CRU viewing the surroundings through third person, much like the bunkers in MAG worked. Then, you spawn outside by pressing X and viewing a certain direction. (Almost entirely copied from MAG.) I actually really like this idea. +1 Agreed, except the third person part. We should spawn inside the CRU and have a 130 degree field of vision, through a small visor or something. Any enemies behind you should be highlighted on your map if anybody else spawns in the GÇ£opposite sideGÇ¥.
Objective spawning isn't the problem with skirmish IMO, I think the fact that a smart or experienced team can wipe you out when you're trying to just get out of your ground spawn or MCC is the problem. On many occasions I've been dropped into a match where the enemy has nearly full shields on the MCC and our team has had nearly no armour, with three enemy tanks patrolling the front of our ground spawn and MCC. THIS is the problem. |
Ellithana Mori
Subdreddit Test Alliance Please Ignore
26
|
Posted - 2013.04.21 04:19:00 -
[66] - Quote
The other good part, is it could easily reduce or eliminate the need for an arbitrary spawn timer that is as long as it is (especially not one that is as long as it is). The only real reason we need a spawn timer is so that we can't just continuously respawn on an objective that's in the middle of being hacked. If we can't spawn there anyway, then it doesn't really matter, and the point is moot. Especially since CRUs don't flash when they're getting hacked, so even if you're losing one, you have no idea which one until it's too late. Further if we have to sit through a little animation when coming out the CRU, then there's really no need for a spawn timer, which is a super arbitrary and immersion breaking mechanic.... |
Moonracer2000
Subdreddit Test Alliance Please Ignore
429
|
Posted - 2013.04.21 17:14:00 -
[67] - Quote
I agree that spawning on objectives is problematic both gameplay and lore wise.
The main problem I see with this would be that it would likely increase redline outcomes (at least in pub matches). Also there would be a severe equipment balance shift towards uplinks. Almost to the point where "the team with the most uplinks on the map wins".
What if all spawns at objectives were changed to orbital drop spawns? Essentially inertia dampened drops like from the MCC (but maybe with extra flair). This would fix a lot of issues. 1. Lore friendly (we come from somewhere) 2. There would be a visible and audible sign that a player spawned in. 3. There would be a delay from the kneeling position to standing and fighting. 4. Players would get a brief view of the area while falling to reduce "where am I?" effect.
One problem to solve with this would be handling objectives under cover. Do you spawn further away? On the roof? A mix? |
Jathniel
G I A N T EoN.
172
|
Posted - 2013.04.21 17:38:00 -
[68] - Quote
I don't actually mind the objective spawning. You hack the objectives, and you better have a squadmate covering your back. Or you can use your head. If you just killed someone, you know it's going to be between 8-15 seconds before they respawn. During this time, do not attempt to hack if you are alone. Kill them when they respawn, THEN hack.
But barring that...
How about a mobile backpack drop uplink module only useable by squad leaders?
As long as the squad leader is alive at an objective, his uplink module will carry at least 1 additional spawn per squad member at his position.
This enables both a persistant attack and defense, without having lore-violating spawns, or objective spawning. |
Cross Atu
Conspiratus Immortalis
886
|
Posted - 2013.04.23 17:18:00 -
[69] - Quote
Ellithana Mori wrote:The other good part, is it could easily reduce or eliminate the need for an arbitrary spawn timer that is as long as it is (especially not one that is as long as it is). The only real reason we need a spawn timer is so that we can't just continuously respawn on an objective that's in the middle of being hacked. If we can't spawn there anyway, then it doesn't really matter, and the point is moot. Especially since CRUs don't flash when they're getting hacked, so even if you're losing one, you have no idea which one until it's too late. Further if we have to sit through a little animation when coming out the CRU, then there's really no need for a spawn timer, which is a super arbitrary and immersion breaking mechanic....
I really have to disagree here, elimination of the spawn timer (all possible mechanical implications which there may or may not be aside) would require a total overhaul of the Dropuplinks stats and lore. One of the key aspects many offer is a reduced spawn timer which this would invalidate completely thus reducing the diversity of equipment options in game. Also the spawn timer is only 2-3 sec when someone holds rather than bleeds out instantly thus allowing time to be revived and saving clones (valuable in both Ambush and Skirmish) and saving ISK in PC where clones will have a buy price.
Moving back to lore there's no reason instant transfer of consciousness and physical form holds to the present lore more fully. A space side transfer takes 24 hours to move into a Jump Clone. Obviously this is totally untenable for Dust and I wouldn't want that mechanic transferred however "spawning out of thin air" simply isn't as far as lore is concerned. Uplinks have wormhole/blackhole tech in them which creates the spawn location, if such tech can be deployed in a small mobile disc then it can certainly be included in larger ground based infrastructure like the Null Cannons.
I'm not saying that lore can/should invalidate the point of this thread but if we're going with lore/immersion in game then the fixes called for are pretty much the opposite of this threads proposals. Personally while I do think lore is important I also think mechanical balance trumps lore.
0.02 ISK Cross
ps ~ one more thing, more related to the OP, the worst situation for removing tactical game play from a match is redline camping (and I don't mean camping within the red zone, that's second place) I mean red lining a team in the first place. Earnings in WP/ISK/SP are higher for longer matches and matches were one team isn't camped in leaving the opposing team at least one objective is more rewarding both from the stand point of all in game earnings and from the standpoint of basic entertainment value of the match. Furthermore when PC comes out there will be times (depending on side) when you want to clone a team not destroy their MCC, in which case red lining them becomes bad tactical play on a whole new level. We need to be very careful not to add any new mechanics that can encourage this non-tactical redline centric "rinse and repeat" quick match style play, it's less fun, less rewarding and requires less ability. The practice of "redlining" should be discouraged and any new mechanics should at minimum avoid making it any easier/more likely.
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I-Shayz-I
ZionTCD Unclaimed.
240
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Posted - 2013.05.19 22:42:00 -
[70] - Quote
+1 |
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Absolute Idiom II
Amarr Immortal Volunteers
129
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Posted - 2013.06.27 15:37:00 -
[71] - Quote
+1. I too would like to see skirmish control point spawning removed. This is one thing that Domination mode does right! |
major faux-pas
Valor Coalition RISE of LEGION
30
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Posted - 2013.06.27 21:34:00 -
[72] - Quote
+1
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Krom Ganesh
Holdfast Syndicate Amarr Empire
35
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Posted - 2013.06.27 21:40:00 -
[73] - Quote
+1
I'd also like for there to NOT be any CRUs at objectives for the same reason. |
Draco Cerberus
Hellstorm Inc League of Infamy
163
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Posted - 2013.06.27 22:13:00 -
[74] - Quote
Why not remove all crus and objective spawning altogether and return the mccs to cruising across the battlefield? Realistically this would raise the value of proper tactical planning when using uplinks and allow for a breather for those that can capture both an objective and kill the team guarding it. The CRUs were not in the initial design and were added to provide a new place to spawn from but don't actually add any value to having them that the Uplinks don't already provide. This would remove 50wp from capturing an objective with a cru and allow people a chance to take a walk and enjoy the scenery or go for a ride. Mobile CRUs would then have some value as well and could maybe start generating WP for pilots. CRUs could be replaced by a shield generation station which when hacked would allow safe spawning within the shield via drop uplink. The shield would replenish shields so merc spawning into gunfire would have a sizable boost to their shields after taking damage and still allowing the shield generation station to be hacked. |
Talos Alomar
Subdreddit Test Alliance Please Ignore
1001
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Posted - 2013.06.27 22:24:00 -
[75] - Quote
Draco Cerberus wrote:Why not remove all crus and objective spawning altogether and return the mccs to cruising across the battlefield? Realistically this would raise the value of proper tactical planning when using uplinks and allow for a breather for those that can capture both an objective and kill the team guarding it. The CRUs were not in the initial design and were added to provide a new place to spawn from but don't actually add any value to having them that the Uplinks don't already provide. This would remove 50wp from capturing an objective with a cru and allow people a chance to take a walk and enjoy the scenery or go for a ride. Mobile CRUs would then have some value as well and could maybe start generating WP for pilots. CRUs could be replaced by a shield generation station which when hacked would allow safe spawning within the shield via drop uplink. The shield would replenish shields so merc spawning into gunfire would have a sizable boost to their shields after taking damage and still allowing the shield generation station to be hacked.
that isnt a bad idea at all. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4608
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Posted - 2013.06.28 23:23:00 -
[76] - Quote
https://forums.dust514.com/default.aspx?g=posts&m=980280#post980280 CCP LogicLoop wants to hear your opinions on objective spawning, click the link and give him your feedback. |
J'Jor Da'Wg
KILL-EM-QUICK RISE of LEGION
849
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Posted - 2013.07.13 23:55:00 -
[77] - Quote
Bump because this needs noticed by CCP. |
Lightning Bolt2
DUST University Ivy League
50
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Posted - 2013.07.14 03:44:00 -
[78] - Quote
I haven't read the thread past the OP.
I agree also wheres the RPG part of this? how is this the only unexplained place to spawn? its undervaluing CRU's Drop uplinks and mobile CRU vehicles. promoting the simple zerg rush over tactics! remove objective spawning, add APC's built for mobile spawning. extra CRU on maps? (not one for every objective, like one on tabletop in line harvest) removing objective spawn will make tactical gameplay a viable option other than zerg rush.
unfortunately this will also add a bigger prob of uplink spam this can be fixed by only allowing 1 type of uplink to be placed at a time (keep nanohives the same so a logi can use a triage and a ammo one at the same time depending on situation) |
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