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SoCal Ninja
Sanmatar Kelkoons Minmatar Republic
0
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Posted - 2013.03.17 06:40:00 -
[1] - Quote
Hey guys, since I've been playing a little more frequently now I thought I'd put up my major complaint I have with the current beta. These are simply my thoughts and you may disagree, or these topics may have been already beaten into the ground, but anyway...
Basically I Hate the new spawn system for ambush. So... So much hate. But let me try to expand a little more on that, and tell you why.
When I played youth soccer my Dad affectionately called our strategy to play "Beehive Soccer". Meaning everyone just ran towards the ball and tried to kick it. Then when it moved the whole group would run to where the ball landed. That's what the spawn system is doing to dust. By spawning near your teammates it means that two big clusters of people form and they just continually run into each other on ambush. So that's fine I guess, some of you may be in favor of this. So in the words of inception, we have to go deeper.
Why is this a problem? Well positioning is key in this game. Too many times I've had my team get into a horrible position and then be unable to move out of it due to continually spawning back at the location. I times like this I'm trying to encourage the team to just simply move instead of fight back, because we've just become a kill farming area.
Also, the fact that any enemy player can be a spawn beacon for an incoming enemy is quite annoying. I means that up to 5 seconds after I kill someone I may have a new enemy plop down on my head. Which brings us to the main (selfish) reason that I hate the spawn system.
This spawn systems makes scouts useless. Before battles were more spread out. You could get behind groups of enemies or run into some 1v1s that the extra mobility and shielding could help you. But now we fight almost revolutionary war style in big groups facing each other. It's hard to close the distance or get into the enemy position unnoticed. I've really don't see the point in scout in this build at the moment.
Anyway, that's my 2cents. You're probably not going to convince me out of this stance, but I welcome counter arguments just cause I like healthy debates. Also, if I'm totally off base let me know gently, just got back into this game and I could be missing something.
Cheers, |
SoCal Ninja
Sanmatar Kelkoons Minmatar Republic
0
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Posted - 2013.03.17 07:06:00 -
[2] - Quote
Very true. The extremes are true random which was similar to some of the earlier builds, strict spawn location, and player centric spawn. It really should be a blend of all three. |
SoCal Ninja
Sanmatar Kelkoons Minmatar Republic
1
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Posted - 2013.03.17 07:43:00 -
[3] - Quote
Belzeebub Santana wrote:What UP SOCAL!
Ya the blob spawns do favor the brute mentality of heavies and shock troopers and the sneaky lone style play has gotten tossed aside.
A blend of both would be best and think what most have discussed as being a better solution to what we have. Also there are talks of an orbital spawn a la Starhawk.
The initial spawn should be a team spawn but after that you have to make your way back to the team or spawn on an uplink. It should take into account nearby threats and location of enemy blob and friendly blob.
Hey man :)
I've always been a huge fan of "Spawn on Squad Leader" , because it puts a huge focus on squad unity. There is a huge potential for squad unity in this game with the commands, and various roles. But the spawn is making it so that small groups are useless, and that it's just better to have a bunch of snipers and heavies.
And Orbital Spawn would be great if you could push forward or drop equipment that allow you to increase the range available to the orbital pods. Really the key to winning in this game should always be focused on intelligently controlling spawn locations. That's how it will be when Corp battles are fully realized. |
SoCal Ninja
Sanmatar Kelkoons Minmatar Republic
1
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Posted - 2013.03.17 07:47:00 -
[4] - Quote
IRuby Heart wrote:Also this was funny one of my Corpmates who is a dedicated scout/shotgunner was raging and ranting really hard today on the comms about this, funny that you brought it up as well. Very true. not just for scouts but for the general tactician.
Haha, yup. I was recently staring at the stats realizing that in this style of fighting, my shield recharge speed actually doesn't mean anything because the battle is about surviving being seen by 2-4 people at a time. So Scout is really sacrificing something like 75-125 effective HP in order to gain .6-.8 movement speed. It just doesn't make sense anymore. Maybe if Scouts get a cloak like they are suppose to have, but that's going to completely unbalance the game anyway...
And I already like your teammate, we should hang out. I've been shotgun/scout forEVER.... |
SoCal Ninja
Sanmatar Kelkoons Minmatar Republic
1
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Posted - 2013.03.17 08:34:00 -
[5] - Quote
Vermaak Doe wrote: Edit: did I misread the point you were trying to make in the Op? I'm having trouble concentrating since it's pretty late where I am
You're right on a bit of it, mainly that the range created from the two blobs is very ideal for AR users. And I generally don't get much sleep either so I'm in the same boat haha :) |
SoCal Ninja
Sanmatar Kelkoons Minmatar Republic
2
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Posted - 2013.03.17 08:47:00 -
[6] - Quote
Deadeyes Anterie wrote:I will wait to spawn until I can confirm the team is in a good spot in general. If you have 4-5 guys surrounded you need to wait until they die, then you can safely spawn.
Otherwise you just end up prolonging your team slaughter by adding your body to the corpse pile.
Also very nice shotgunning SoCal, you got me quite a few times tonight and I tend to be able to handle shotty users pretty well.
Yeah, it's just you can't bet on blue dots being intelligent and thinking past "Put my crosshairs on the red thing". And i'd like a system that doesn''t handicap experienced players by throwing them in the same location as the blue dots.
Also, thanks for the kind words. I really love shotguns and miss the old days of continually changing the way I approached the enemy in order to get more surprise kills. But it's much harder to surprise a group a 4-6 enemies... |
SoCal Ninja
Sanmatar Kelkoons Minmatar Republic
3
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Posted - 2013.03.17 21:31:00 -
[7] - Quote
Soozu wrote:Keep in mind that scouts didn't stand a chance with the old mechanics... spawning next to a heavy.
Anyway, I have one suggestion if you insist on mucking around in ambush. DropUplinks.
Soozu
At least that was spawning next to a heavy that didn't expect you, instead of spawning into a group of dying teammates with 4 ARs already trained on your position. Also, heavies during the random spawn days were a joke. But I see your point.
As for Uplinks they are great, and people should use them. But I don't think they should be the solution to this very solvable spawn issue :) |
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