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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Garrett Blacknova
Codex Troopers
1862
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Posted - 2013.03.06 10:36:00 -
[1] - Quote
Definitely a MASSIVE improvement, but needs work.
The system is good, but how things are weighted needs to change.
Order of importance should be Enemy vehicle > Enemy infantry > Friendly vehicle = Squadmate > Teammate.
Squadmates are already prioritised over other teammates - good move, that one. But it doesn't seem to weigh the threat of enemy proximity to the spawn location as having nearly enough importance. It's WAY too easy to use the default spawn and appear in the middle of a killing field where the entire enemy team has a line on where you and all your teammates are showing up. It's way too easy to take advantage of this scenario when the enemy team gets stuck in this situation. Also, I think there should be a cap on how much weight allies can provide in favour of a particular spawn location, but the same should NOT be true for enemies. Teammates outnumbering the enemy doesn't really make an area safe, because a LOT of players know to look out for a player who's mid-spawn for an easy kill. |
Garrett Blacknova
Codex Troopers
1928
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Posted - 2013.03.10 17:33:00 -
[2] - Quote
When someone's camping a specific spawn location (not an area) - either because your spawn area is the main concentration of your teammates who are all getting slaughtered, or because they know how to play the game's spawning algorithm and know the exact spawn positions well enough to be waiting before you appear, that's a problem with the game.
This happens, so it's a problem with the game.
When someone's camping a spawn area or a Drop Uplink because they know it's a designated location in which you can spawn, but don't know for sure that someone IS going to spawn there, then your team's job is to realise that point is being spawned and to spawn somewhere else (or bring something to tank a few hits and kill anyway) and re-secure the position.
Anyone who repeat spawns on an Uplink or CRU that has a group of enemy Shotgunners standing around it deserves to die. It's the same reason that anyone who spawns on point B in Skirmish when there are no blue dots and 5+ Red Dots is likely to be dead soon.
I DON'T like the idea of cloaking or invulnerability for spawning players. At all. It violates the lore and the attitude of New Eden. "HTFU" and all that other good stuff. Those approaches are easier than making a better spawn system, but they won't feel RIGHT for the way the universe is portrayed.
The IDEA behind this current system is a brilliant one, but the importance of different elements needs to be reconsidered.
I'm sticking by my previous suggestion here. At the moment, I think the game weighs the proximity of enemies and the proximity of allies to each spawn location about equally, then gives a bonus to your squadmates. What it probably SHOULD do is place a higher "spawn here" value on a squadmate than a regular team member, but an even higher "don't spawn here" value on any enemies in the area. This way, if enemies have control over the area your team is spawning into, you WON'T be thrown into a situation where you're surrounded and outnumbered. |
Garrett Blacknova
Codex Troopers
2627
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Posted - 2013.04.27 17:09:00 -
[3] - Quote
Garrett Blacknova wrote:Definitely a MASSIVE improvement, but needs work.
The system is good, but how things are weighted needs to change.
Order of importance should be Enemy vehicle > Enemy infantry = Squad vehicle > Friendly vehicle = Squadmate > Teammate.
Squadmates are already prioritised over other teammates - good move, that one. But it doesn't seem to weigh the threat of enemy proximity to the spawn location as having nearly enough importance. It's WAY too easy to use the default spawn and appear in the middle of a killing field where the entire enemy team has a line on where you and all your teammates are showing up. It's way too easy to take advantage of this scenario when the enemy team gets stuck in this situation. Also, I think there should be a cap on how much weight allies can provide in favour of a particular spawn location, but the same should NOT be true for enemies. Teammates outnumbering the enemy doesn't really make an area safe, because a LOT of players know to look out for a player who's mid-spawn for an easy kill. The more I play, the more confident I am in this assessment of the situation.
Although I have added in squad vehicles now, because I forgot to list that previously. |
Garrett Blacknova
Codex Troopers
2721
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Posted - 2013.05.07 01:53:00 -
[4] - Quote
Just had a game where I had 2 squadmates in a corner, hiding.
The game kept spawning me next to them, out in the open, free target for the ENTIRE ENEMY TEAM THAT WERE CAMPING MY SQUADMATES WITH A TANK.
I'd say they still need to tweak this. |
Garrett Blacknova
Codex Troopers
3133
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Posted - 2013.05.29 17:34:00 -
[5] - Quote
So is this ever going to actually be tweaked?
At all?
Like... AT ALL? Because since being brought out in an absolutely broken state, it hasn't gotten any better. Can we have those numbers adjusted so we're preferentially spawning NOT IN THE MIDDLE OF THE ENEMY TEAM BECAUSE THAT'S WHERE EVERYONE IS (dying) |
Garrett Blacknova
Codex Troopers
3160
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Posted - 2013.05.31 09:24:00 -
[6] - Quote
Hellsatano wrote:spwned in air - wtf ? How high? Enough to inertia damp? Because that would be cool... |
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