Im just so tired of dying INSTANTLY to a rpg, nade, sniper players not even aiming at me and just weird unaware players who are facing the wrong direction for some reason. .300 is around the average human reaction time so i think that's a fair time to at least turn/aim or shoot someone. Shooting should probably instantly disable this to allow enemies still fair opportunity to kill someone thats recently spawned in, it also prevents guns with under .300ms ttk to have a free kill.
#Give us .300s of spawn protection when spawning on teammates.
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This didn't use to be such a big problem. It needs to be reverted back to the way it was before the big change. I don't understand what the problem was since 1.0. I would prefer having trouble finding a spawnable squad mate than spawn dying OR dying from someone spawning and having spawn protection.
I didn't see anyone complain before they changed it.
Either way, this new spawn system sucks.
Ya i agree, though im just throwing this out there as a possible fix if FOR SOME REASON we cant go back to the old spawing system
Or just remove the lazy crutch that squad spawning is
I'd have to agree, that would:
- Make lone flankers way behind your team not spiral into chaos when half the enemy team spawns on them
- Make possession of capture points much more valuable as they are important as spawns too
- Make the portable spawn points see much more use as they can't be outcompeted by having a single sniper on your team duck into cover for 3 seconds
I think this thread was originally supposed to be a no stupid people thread. Please respect this by leaving.
Seems like your inner monologue is leaking
Make lone flankers way behind your team not spiral into chaos when half the enemy team spawns on them
I don't mind if you can have half the team spawn behind you - but make it a significant and risky investment e.g. a team-wide spawn point that must be built over several seconds and which can be easily destroyed prior to being finished. But yes, I take your point, that it should not be the default cost-free consequence of such flanks.
Make possession of capture points much more valuable as they are important as spawns too
This can only really happen if additional measures are taken so that a single person putting a toe inside the circle doesn't instantly disable spawning. There are various ways of going around this, not sure if it's immediately relevant to discuss tho.
Make the portable spawn points see much more use as they can't be outcompeted by having a single sniper on your team duck into cover for 3 seconds
Again maybe sounds like nitpicking, but "make X feature see more use" should never be the ultimate goal of any design choice. Eliminating squad spawning would naturally lead to more rally point usage by being the closest obvious replacement for it, but the real consequence I'm after here is creating more interesting and memorable moments within matches. The current system of perpetual mitosis results in a neverending stream of skirmishes that just blend into each other, whereas rally point-based encounters would have a clear start from the moment you see an enemy squad approaching until they either kick you out of the area or you push them back and destroy their rally.