#Squad spawning timer depending on enemies near them and distance to them.

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onyx solstice
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can you do this with my dad so one can find the milk, the other can find the ciggs, and the third can be in my life?

clever moat
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fair to blame frontline spawns if oki didn't rework squad spawns to allegedly stop in-combat spawns. Now I spawn into active bullet storms more than ever.

clever moat
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call him he misses you

faint hamlet
clever moat
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lame

faint hamlet
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he prly should just up the spawn restriction range back to the 25m or w/e it was

clever moat
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or do a spawn offset like other games allegedly do

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instead we gonna get a mouse button click and hold simulator

dire hamlet
pearl musk
charred fossil
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Offset? wdym

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@clever moat*

pearl musk
clever moat
charred fossil
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Oh yeah definitely

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Offset is a must imo

dapper maple
dire hamlet
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flank route p much

pearl musk
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Got to go. Good luck solving this everyone

dapper maple
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because not only does the rock ridge not favor you peeking outward, you're also peeking into someone on the rocks to the far left

charred fossil
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Thanks for the good discussion Disciple, cheers

faint hamlet
devout shore
onyx solstice
swift flax
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is that not a feel good moment that there are that many players to shoot at in general tho?

dapper maple
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Even in the first clip you killing those players wouldn't change much, you didn't fully clear the steps before you hopped down. You just assumed you were clear behind you and hopped down.

swift flax
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with the spawn system theres gonna be less of those moments

dire hamlet
dapper maple
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I'm not doing a mini-coach thing, but i'm just saying that majority of that Is player fault

dire hamlet
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Yea I coulda played better and it was a losing fight either way

devout shore
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I dont think the proposed spawning change would have made that fight any better

dire hamlet
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Yea, In-combat mechanics would improve that

dapper maple
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Nah, because had you been alive still they wouldn't have been able to spawn anyways

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p sure you were close enough to the dude on the stairs

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that I could be wrong about though, range in this game is funky

dire hamlet
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I really don't understand how in combat works

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bc sometimes I'll look away or take cover and 2 spawn

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or my teamate will be in the middle of nowhere and I can't spawn

clever moat
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or you spawn into your already dead teammate and the rest of the bullets that were meant for them

dire hamlet
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revives and static spawn beacons still helps with density my frustration is moreso that we have the equivalent of

dapper maple
dire hamlet
devout shore
dapper maple
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even you in retrospect could say that you could have played it a smide slower and been more mindful

clever moat
devout shore
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about what

dire hamlet
clever moat
dire hamlet
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I had a squad spawn, a defence marker, an attack objective marker, asking people to spawn and I got one recon on me

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what's the point of Squad lead?

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but w/e, I don't have an issue with that bc I can just play with a premade

clever moat
dire hamlet
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people just do not care

dapper maple
dire hamlet
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way I see it, I'm supposed to lose that fight, but still slow them down/ make their push worse

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with a 10 second respawn next to point, I lose the fight, but I did nothing

clever moat
dire hamlet
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only way to truly "win" is to pull off a full squad wipe within 10 seconds

dapper maple
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And again, that's part of my point of it being players and not the game's systems. People need to be more aggressive when it comes to controlling their space

dire hamlet
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well you can't fix players

devout shore
dapper maple
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nope, but you can give them the tools or feed ideas

dire hamlet
dapper maple
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Again, I don't like it because I prefer the map as is now but a mini-map isn't a awful idea to help people when they notice NO ONE is around them in a certain area

near sluice
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That's how it is till you get better at the game. Spawn, die, spawn, die. Survivability is part of the learning curve.

dapper maple
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and also hopefully the audio rework helps

wet yarrow
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there should be a risk indicator that someones looking near them or is near them when spawning, like green/amber/red

clever moat
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that indicator will be how long you have to hold the space bar

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with this thread change

wet yarrow
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id rather just know how risky and not hold it down for ages

dapper maple
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^ honestly

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If the issue people have is spawning into death, then give em a danger indicator when there was a enemy within range in the last 2 seconds or something

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so you know if you hit that button your head better be on a swivel

grim tiger
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I mean they do know that spawning there can get them killed they do it anyways and blame system

dapper maple
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End of the day the "You choose what buttons you press" is a very applicable statement imo

faint hamlet
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imagine opening your map seeing this and thinking people being able to spawn on their squad for free isnt the issue

dapper maple
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Like I also feel that way when I spawn in and die, but I also have to remember it was my dumb ass spamming spacebar KEKW

wet yarrow
clever moat
charred fossil
strange lily
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The problem isn’t really with spawning into death it’s that current squad spawning is very cheap to do making a lot of game features practically irrelevant. Spawn deaths are just the symptom of that

charred fossil
charred fossil
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Or at least no spawn timers like have been propsed. I like a lot of the ideas from HLL that Disciple mentioned earlier

dapper maple
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You can ride this baby for miles I promise

onyx solstice
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smokes are underappreciated

strange lily
dapper maple
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No one uses them

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then bitches about frontlines

charred fossil
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It doesn't that's what i'm saying - there should be a seperate thread imo for the spawninf issues

dapper maple
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it makes me ANGY man

onyx solstice
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i double up, smokes in throwables and smoke launcher

charred fossil
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I really think more fundamental changes need to come into play to fix it

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ueah probably the thread cheddar mentioned

strange lily
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i mean there is a spawn mechanics thread in feedback

charred fossil
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That too

clever moat
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smokes mad good

charred fossil
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All of the above

dire hamlet
clever moat
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smoke launcher is great

onyx solstice
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i use the smoke launcher to put smoke ontop of snipers

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i love it

dire hamlet
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if you can keep up the frontline density of players, why would you push?>

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there's no sense of tide turning

charred fossil
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But honestly, the tedium of having a spawn timer doesn't fix someone sitting a few feet away, crouching in a bush, and becominf a mobile spawn beacon

onyx solstice
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if you snipe me expect 2-3 smoke grenades inbound

dapper maple
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Nothing happens until some sweat swoops in and folds like 15 of them

dire hamlet
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this is a clogged drain

charred fossil
dire hamlet
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you need one person to wipe squads just to get a foothold

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not piece by piece

dapper maple
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And my argument is it doesn't even have to be a need lol

onyx solstice
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How about ~wearable spawn beacon~ now everyone can spawn on you to their hearts content. but you get 1 less equipment and now look like a dork with your large antennae and incessant static

faint hamlet
# dapper maple Counter point:

look at any map these days and you will NEVER see a constant stream of players regardless of how many people die vehicles only getting used by one dude then his entire squad falls out of his pockets

onyx solstice
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that sounds helpful to my team though

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this isn't a team game its a CQC run and gun /s

devout shore
faint hamlet
onyx solstice
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but for real. if squad spawning was removed as it is, and a radio backpack (mobile spawn beacon) was added that way players could not only choose if they are able to be spawned on but would have to make a loadout choice to enable it

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put it in the C4 slot 🙃

devout shore
dapper maple
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People play way to safe to do nothing in this game i'm ngl

devout shore
onyx solstice
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if you want to play solo then dont wear the backpack?

devout shore
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Then I cant spawn on someone if they dont have it equipped

dapper maple
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But then the issue moo posts becomes worse

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because people just camp more

devout shore
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there is literally no reason for someone to lose c4 in exchange for the backpack if they want to play solo

dapper maple
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and teams hold flags longer

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which results in more losses since you have to run from your nearest capped flag

onyx solstice
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they should just let players play without a squad so we can kick the "i play solo" players into purgatory and they will stay there

dapper maple
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so then it becomes a race to see who contests the backcap faster if people don't want to run the bag

devout shore
onyx solstice
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I'm not? you seem to have some over reaction issues

dapper maple
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Yeah I was gonna say i'm pretty sure Oki literally said he wants both playstyles to be viable

charred fossil
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i mean i'm fairly certain it's leaning more towards co-op

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just pub friendly

dire hamlet
onyx solstice
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How so? I said to allow people who play solo to be allowed to play outside a squad

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thats literally the opposite lmao. 🤡

dapper maple
devout shore
green viper
devout shore
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As long as it doesnt effect my playstyle im all for it

dire hamlet
onyx solstice
dire hamlet
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or in dom, one good spawn beacon

dapper maple
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unaware ahaha...

devout shore
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I wouldnt have an issue with letting players play outside of a squad but there would have to be something to replace squad spawning

onyx solstice
dire hamlet
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the point is, it's the spawning on players piece that leads to it just being frustrating

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you can kill a spawn beacon, a heli, whatever way easier than a full squad

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find a replacement sure, but that shouldn't be impossible to do

faint hamlet
clever moat
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we need a group of 50 lone players on each map with no squad leader

dapper maple
green viper
onyx solstice
pulsar cargo
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Have solo players only spawnable on radios and objectives, snipers wanna piss off cool, solos wanna rush the obj on their own cool. They are solo they should be apart of the whole team but just not in a squad. And those in a squad can team respawn, radios or objv. Seems sence able

devout shore
dapper maple
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Especially if my squad is doing the shit most do now where they just sit in a building off site and do nothing HyperXD

dire hamlet
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the constant pressure is just too much

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the middle class won't admit or accept it but having constant action leads to constant frustration

onyx solstice
dire hamlet
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add some room to breathe

green viper
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Maybe you could use something like a gadget that's only usable when outside the squad acting as a one time respawn beacon type stuff so you can play your solo sniper dream at the low low cost of one gadget, not like you'd need it anyways, just a random idea though

dire hamlet
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for conq and invasion just allow people to spawn on friendly vehicles

green viper
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Maybe the defending side should be able to spawn on their contested point, just saying

dire hamlet
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No need for squad spawn, vehicles matter more and transports like the APC, boat, blackhawk become waaaaaaaaay more of a menace

onyx solstice
dapper maple
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the flag areas used to be bigger mind you

green viper
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That needs to be polished further ofc

onyx solstice
dapper maple
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but people used to rat so much and players never full cleared sites Oki had to nerf the radius of a lot of them

dapper maple
green viper
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Maybe if someone stays inside enemy point for too long and contesting it by ratting they should be visible on the map idk

dapper maple
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so you couldn't take it back anyways KEKW

dire hamlet
green viper
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Topic too complex but yeeting dumb ideas never hurts, maybe someone can think of something better

onyx solstice
dapper maple
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Nah, then that makes going for flags worthless because people will literally just use the map for a free UAV on flags

dire hamlet
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people becoming their own silent mobile squad beacon

green viper
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The one dude that's just chilling on the point and scratching their ass is just dumb, there needs to be more ways to counterplay that

clever moat
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improve nukes

dapper maple
green viper
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Give heartbeat sensor gadget HyperXD

dapper maple
onyx solstice
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do we know if oki has said no to Squad leaders having a UAV type of thing for squad points? Not a lingering one. but one that would ping an area one time and the dots would disappear after 4 seconds

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idea for another thread. I'm just thinking of how to counter people hiding on points

strange lily
main jacinth
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I like how way more people are up voting in here and not in the actual #dev-wip message

green viper
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People see funny blue link

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People click

honest silo
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I'm assuming thats why he linked it to here

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yeah ^^

green viper
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Also cos those who go into suggestions are more likely to vote because they went here for a reason

main jacinth
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tbh its hard to tell where to vote for stuff because sometimes they ask in the update channel to vote

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and other times they dont

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and they will link the suggestion both times

quick wagon
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l feel like there should a middle ground and not instant from safe to 5 sec close to enemies. 5 takes too long and instant could causa insta cap flanks to points. so those numbers gotta be adjusted. not instant and 5 if this is pushed

wet yarrow
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the way you can tell its risky shouldnt be by a timer, its hard to know what the timer means compared to a big text saying risky spawn or something

green viper
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I have a hard time believing this feature would work properly considering we still have spawns onto teammates under fire even though they should be locked from spawning on as the enemy looks at them

main jacinth
main jacinth
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exactly but it can be cheesed also that being oh my whole team got killed let me sit in this building for 3 seconds and boom everyone's back

languid violet
patent mirage
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So instead of spawning into a bullet we get to hold space for 8s then spawn in a bullet

clever moat
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There are many people having regards on the voting system

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People call it "broken"

patent mirage
twin dust
clever moat
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Doki, I have a feeling this wouldn't work well

abstract frigate
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holding a key pressed is boring, my friend complains that most things need to have stuff being pressed for multiple seconds

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like every game long press to agree for not toxicity, long press every spawn now too?

charred fossil
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If I may make a suggestion, maybe instead of this mechanic add a no-spawn zone wherever teamates are killed for a c ertain amount of time

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so people don't just keep running in and spawning right next to danger?

sullen dawn
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another idea: if anyone dies around players get into "in combat" state so if you are killing, you can be sure there is no respawn going for couple of seconds just due the fact you get the kill - so every kill will make no-respawn zone, this would resolve directly issue raised by Oki and also make medics more valuable

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that would make your kills matter more i believe

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I think the key is to use solution as simple as possible, test it out and then adjust if needed.

sterile hatch
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how to get to the beginning of this topic?

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aint gonna scroll up x'D

sullen dawn
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i reply so people can scroll up

sullen dawn
lapis trench
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for the love of god dont make me hold yet another key for some arbitrary time, just make a countdown till i can click, it is hella annoying when games force you to hold down a freaking button, dying light 2 does that, no mans sky did that, i cant stand it

flint crystal
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I'd say there's a problem with infinite stand-offs atm. Maybe respawns should take progressively longer if within half a min or near the same area etc

pearl musk
pearl musk
# lapis trench for the love of god dont make me hold yet another key for some arbitrary time, j...

This is a good QOL change. I think that it's to give the feeling of getting into the action faster. Can't respawn for 5 seconds after death. Then hold the deploy button for 5 seconds. Versus can't respawn for 10 seconds after death. Not disagreeing with you, but speculating on the reasoning behind that decision.

Or possibly the 1-5 second hold is to give the player some idea of the level of danger nearby in case they change their mind?

lapis trench
pearl musk
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It's say "deploying in 5 seconds.." or something like that

lapis trench
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how hell let loose does it basically yeah, you can click "spawn" or something which gives you this "spawning in 5...", you can cancel it to not spawn

jade maple
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"Manageable" isn't a meaningful gameplay goal. Do you want players to stop being stuck in infinite whack-a-mole situations because they don't manage to wipe a squad? This doesn't stop that at all, it just adds another layer of unintuitive mechanics that organised players will exploit to wipe quick match randos. And you're giving them free wallhacks on top of that.

There are things you don't need to experiment with to figure out are fundamentally bad design. Good design always involves clear and consistent feedback for a player. If killing an enemy might mean they're gone for good OR that they're about to respawn behind a bush because a teammate happens to be there, you're giving a wildly different payoff for an extremely common action in the gameplay loop. And due to the sheer size and complexity of maps, it's impossible for any one player to thoroughly check an area to ensure it's fully clear, so you're again going against your claimed goal of having an experience geared towards solo casuals. And for the player who dies, whether they just need to wait a few seconds to appear in the same area or have to grab a vehicle and drive 1km back is also an entirely different result which is completely out of their control, depending on whether they have competent teammates or not.

Squad spawning is fine if you want a mode that plays like generic Team Deathmatch, otherwise, the Planetside 2 system of giving every squad member free access (cooldown-only) to the rallies is the best way to 1) remove dependency on a good squad leader, 2) provide a clear end-state when fighting off a squad that lets you know their presence in the area has been removed and 3) create a less chaotic flow as samet-team squads will intuitively position rallies close to each other forming a frontline.

elfin knot
# jade maple "Manageable" isn't a meaningful gameplay goal. Do you want players to stop being...

I think the idea that it takes longer to spawn on m8s when enemies are nearby is the way to go. Simply because as an attacker it gives me a chance to wipe squads but also because as a defender I still have a chance of a comback. Some people think that it should no longer be possible to spawn on squad M8s. That's bullshit. If I want to play a run simulator I can just play Hell Lelt Loose or something similar. The game is still causal. And hopefully it will stay that way. What I would like to see, however, is a "hardcore" mode in the game that has the respwan system from HLL, for example. You could also add a damage multiplier and other things to make the game harder.
In the end, Battlebit is also doing well with the current respawn system.

charred fossil
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One of the big issues is definitely stealthy enemies hiding in a bush spawning entire squads on them. And the other imo is the endless wars at big points because people can die and respawn back on the front lines in 10 seconds

humble turret
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How bad is this idea

strong flint
jade maple
uneven lagoon
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reminder that the !lead dev thinks that flanking is too powerful of a strategy HyperXD

faint hamlet
uneven lagoon
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yesterdays dev stream

sinful pike
faint hamlet
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TBH just putting the spawn range restriction back up from where it is now would be better tbh

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people complained because it was too hard to spawn but it should be difficult to spawn into a firefight that you litereally just died in

agile trench
upper marsh
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i'd suggest letting people spawn on friendly points even if contested, but then let them spawn around the outskirts or something, since people are often entirely reliant on squad spawning to determine if a point is won or not

honest silo
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Nah lets just do the squad timer depending on enemy thing and see how it works out

opaque iron
charred fossil
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Unless you have snipers/people hanging back a bit, which happens fairly often... but I have tons of matches where everyone is far into the point as well

jade maple
# charred fossil Unless you have snipers/people hanging back a bit, which happens fairly often......

Right. But that's a problem inherent to squad spawning, no? The only way to make optimal use of it is to have at least one squaddie that is willing to play from the back to serve as a reliable point for the squad to regroup at. Or have squad members that are really paying attention so they can disengage when their others mates are down. Either way, it goes against one of the core design principles of the game which is to be as friendly to casuals as possible, since the obvious way of playing is no longer the optimal one.

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You could remove the noise the rally points make to make them more viable as backline spawns, but then coupled with squad spawning it would make entrenched tryhards infinitely harder to dislodge, specially in areas with complicated layouts (e.g. Wakistan point A) since there's no way you can possibly make sure there's no rally point left in the area without the sound cue.

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IF rallies became the primary source of spawns, then making them silent would be a more reasonable proposition given that tracking enemies back to the source then becomes a viable strategy. And then they would have more survivability as backline spawns, so they can be thrown down some 50m away from a fight and stay there relatively undisturbed until your squad is wiped.

charred fossil
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yeah i definitely think rallies are ok as is now if squads spawning remains

jade maple
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Happy to confirm that squad spawning changes still don't prevent you from appearing in situations where you die 2 seconds later 💀

jade marlin
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The nature of player spawning, getting to the fight faster will also resullt in a faster death.

jade maple
dapper maple
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love me some chaos in my FPS game

jade maple
dapper maple
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no in-between

jade maple
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That's the kind of chaos I want to see and which people could still get without squad spawning

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Appearing in the middle of a building missing half of its walls with multiple enemies shooting at you from all sides is the kind of chaos I don't find so interesting

dapper maple
dapper maple
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Which is why if I know I can't help, I just don't spawn on that player

jade maple
# dapper maple But it takes me longer to help my teammates otherwise

Which means that your help is actually valuable. If you make a run through a storm of bullets, lay down some cover and revive someone, that's worth a lot more to them when you just saved them a walk from a point 50m back instead of a 5 second click to reappear 5m to the right. The enemy will also have the same restrictions, so this also means that when you kill someone, you know this just pushed back the enemy's frontline in a meaningful manner and not just that the guy is probably going to appear off to the side a few seconds later like nothing had happened.

dapper maple
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Taking it slower and clearing angles wherever cover is does a lot to make those pushes more effective instead of proning behind a hesco placement until the enemy team disappears or runs us over

round musk
dapper maple
round musk
dapper maple
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or the CatEat stack even? KEKW

round musk
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The thing that already happens, and that ends up in 10 people spawning on them behind your team, turning the whole match into a clusterfuck

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Making squad spawns more limited is a net good compared to what we have by a mile

dapper maple
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So the fix to make kills matter more is to make kills more impactful but also in turn making matches very one sided if you're on a weak team.

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which makes matches not fun for newer players, resulting in them learning from less mistakes and losing faster.

round musk
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First of all, it's a very big assumption you're doing here
"Making lives matter more = lots of rounds will be landslides" Is a very funny slippery slope to try and counter "maybe matches shouldn't be a slog repetitive meatgrinder that goes nowhere"

dapper maple
round musk
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If a team is significantly better than the other, a decisive victory can happen, that's just the nature of pvp, and it's a thing that happens that GAME DESIGN is made with influencing player behavior in mind

jade maple
dapper maple
round musk
dapper maple
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their next spawn is either the flag behind it or their spawn

delicate galleon
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make all spawns instant

dapper maple
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which leads to spawn camping, which isn't fun for anyone

round musk
delicate galleon
#

everyone happy

dapper maple
jade maple
# dapper maple And how would that work if they take a flag on conquest for instance?

Well, they have the flag, so if they want to "keep momentum" they will immediate need to start driving to the next point, but if the defenders manage to repel this attack, then they're left with no intermediate spawns so now a counterattack begins.

Otherwise, they will begin a slow advance while setting up forts and rallies, while the defenders try to prevent this from happening.

dapper maple
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Idc if I drop 120+ kills, that shit isn't fun if it was mostly me spawn stalking because they couldn't spawn back fast enough to actually stop a push

round musk
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Jesus, this isn't snowballing
This is making the impact of players on matches actually matter, if that's snowballing to you idk what to say

jade maple
# round musk Jesus, this isn't snowballing This is making the impact of players on matches ac...

I mean I agree that "snowballing" could happen in principle if you keep around mechanics like only awarding squad points to the side doing well, as then one side will be able to fortify their positions. But it's more about a big skill gap that just persists across the match and causes one side to be pushed back. But that's still not fun in the current system and is something that auto-balance should address.

round musk
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And there are ALREADY ways in which players can do actual snowballing with the current system much worse than with the proposed changes
IE flanking infinite spawns

dapper maple
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which gives them almost no time to set up a defense

dapper maple
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it'll just be slower

dapper maple
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which i've seen happen often, and that's not something we should think will be fixed by making combat spawns moot

jade maple
dapper maple
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like for these changes, they'll have to rework a lot of map flag layouts, which will end up in a lot of maps feeling way worse.

round musk
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Nah, it doesn't need to be to full cap a flag, you flank a bit and get a squad behind the enemy and suddenly C is a chessboard of players that is not fun at all to be in
All squad spawning currently does is turn points into cluster fucks that don't go anywhere

dapper maple
dapper maple
jade maple
dapper maple
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these maps aren't designed with that in mind atm

round musk
dapper maple
jade maple
# dapper maple these maps aren't designed with that in mind atm

So? You can't know what/whether something needs to be tweaked unless you first test on what you have.

And let's not pretend our current set of maps is peak design. Every single "classic" map has a bunch of stupidly set up indestructible cover/foliage that allows any half competent squad to set up spawncamps anyway.

dapper maple
round musk
dapper maple
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I hear this same argument in game a lot

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and I check the player and they're literally behind their frontline doing nothing or just fishing for revives

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or sniping clear in the back of the map

jade maple
round musk
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This game is literally in EA
This place is MADE for feedback
People aren't supposed to "play different and fix the game", the game is supposed to change
Making game mechanics push behavior is game making 101 and yeah, "whining on threads" is exactly the right thing to do

dapper maple
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I said before to have a tactics/tips section for stuff like reading the map and predicting enemy frontlines

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a lot of people don't even know there IS a map

jade maple
round musk
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That can be helpful but ultimately it's game flow and how the mechanics influence play that most dictate player action and behavior

dapper maple
round musk
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If the game tells you to do X, but rewards Y, the player is doing Y

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"It's important to wait on your teammates and revive" means nothing if the game does nothing to make you even consider it against holding space

dapper maple
round musk
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It's a vicious cycle
They know themselves it doesn't mean much, and they are at a higher risk of dying as well if they do it while the person could actually just respawn

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I try to revive as many as I can when I play medic but most people just space out immediately anyway

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And it's pretty frustrating

dapper maple
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It would also help if the "Coming to revive" prompt was noticeable

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which idk if it even works when downed tbh

jade maple
round musk
dapper maple
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Wat?

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So you're telling me giving the person on the ground about to revive with 20hp the BEST chance to actually live and fight isn't a good idea?

round musk
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No, they seem to be saying letting the person die is best
(Which it currently is, the mechanics push it to be like that)

dapper maple
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if they're in the open yes, it's risk and reward

round musk
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The thing is, the reward is nothing when that person can respawn on you in 5 seconds

dapper maple
jade maple
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And I can guarantee I am responsible for many players not dragging teammates based on how many I've caught with their pants down trying to do just that

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The current systems absolutely make that a terrible idea

round musk
# dapper maple the reward is a +1 person to help fight and XP

It's not a +1 person, that person will show up in seconds anyway
For most people the choice is waiting 20+ seconds for a medic that may or may not come or holding space and waiting 5 seconds to spawn directly on the medic or anywhere else with combat

dapper maple
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It really doesn't if you as the medic have any level of awareness to be like "let me peek the corner to make sure i'm not going to get ran up on in 3 seconds" @jade maple

jade maple
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And you certainly cannot know if a sniper has that corpse scoped in waiting for a noob medic to go die there next

dapper maple
jade maple
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with their armor not broken and their gear not half depleted

dapper maple
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So how does this system you're proposing fix that? Sounds like we just need a way to actually patch armor up (or rework it into DR or something idk)

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end of the day, point is there's very much other things that need to be address for this change to not be a clusterfuck of bulldozers

jade maple
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it's part of a bunch of system changes that would need to be done

dapper maple
round musk
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Nah, this is one of the things that would help make the battles more coherent, and it's not hard to see why
It gives people an incentive to wait on medics, makes you actually be sure someone isn't actually going to be right back semi instantly as soon as you shoot them besides their friends, stops any tiny hidy hole doing the clown car thing, reduces a lot of the clusterfuckyness of maps, makes holding and protecting points much more important in a tangible and not score only way

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It gives value to kills and deaths, it's the kind of stuff that pushes players together and gets more effort and communication out of them naturally

dapper maple
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Ok, so off lucuma's point. If I waited for 20 seconds just to have to wait another 10 for a medic to rez and IN THAT TIME the medic died AND the team is already near the next flag.

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what do?

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Do I spawn on the flag and get fucked anyways?

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because i'm spawning on a site about to be rushed by an entire frontline

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and if everyone else did the same, the likelyhood that you'd be able to defend anything is very slim

round musk
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Respawn?
This isn't a common thing, and if lots of folks died for that push to happen, guess where they ALSO spawn while the enemy has to spawn all the way back at their point

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It gives defending players an advantage if anything, the enemy can't just spawn on the other pushers, they need to stay alive if they want to maintain a push, while it's easier for you to respawn

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This reduces the clusterfuckyness, but it doesn't make the game any more attacker focused

dapper maple
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No, if they've cleared a site they're gonna have players rez other dead players that haven't full died if they have advantage in numbers

dapper maple
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The moment your defense has a hole in it and their team is higher in numbers than you on that frontline, you're cooked.

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they literally win by attrition, and if i'm there seeing players get mowed down as we take their flag, i'm waiting for res lol

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meanwhile if defense is doing the same thing, i'm waiting for a medic to come get me and If they're getting swarmed I then have to full die and wait to spawn. In that time frame the wall of players running through the site is gonna cap it and move on to the next one

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and be VERY close to the next one

round musk
# dapper maple It makes it attacker sided lol

No? Like this goes way more on making things defense sided, you're really stretching your own team's incompetence and making up some super enemy force for that example
If your team can SPAWN on the point and the enemy have to either gamble to save teammates or spawn all the way on another point, the advantage is YOURS
If someone manages to get a push going past that then congrats, they're doing very well, and that's not a bad thing
This isn't what's gonna be happening most of the time, this is a very specific case you're stuck on

dapper maple
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so I either can't spawn or when I do i'm immediately on the back foot because I lost a bunch of cover spawning where I did which funnels players into a small space where they just get:

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which is just gonna end up with me spawning a flag back or running from spawn with these changes

round musk
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The only way this can happen like this is because of squad spawns, they help the attacker much more than the defender

dapper maple
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because now instead of them keeping that pressure, you're maybe affording 5-7 seconds worth of extra time to do anything if they even have the points or realize whats coming

round musk
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No?
Without squad spawning a attacking force suffers many more attrition losses, and having to spawn back at a previous point really takes a toll on the momentum of any force that isn't doing exceptionally well
You're imagining the worst possible scenario, not considering or downplaying any of the factors that make it rare and limit it to very well made plays, and ignoring or downplaying every advantage given to the defenders

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Not everyone will be revived, this is ESPECIALLY true for attackers, medics need to also give their time and risk their safety to revive players when pushing, and no matter what happens, they WILL be weakened by a big push

dapper maple
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You're ignoring how most of the maps are designed with this proposal, the game is not that slow that I can't run through Waki B site and be halfway to A in the time it takes to spawn in.

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a lot of maps are like that actually

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so this change literally does nothing but give the team with the better/sweat players more weight on how the match plays out and actually values the other players less than it already does, giving no opportunity for any sway and makes matches lockouts which fucking sucks.

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You're trying to give a meaning to more kills and teamplay with this change, and i'm promising you from being someone who's been on both sides of the coin it doesn't do anything but hurt the game's flow as is and makes people who don't have a run and gun playstyle less important

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Which is the majority of newer players starting out and getting used to the game

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So they'll just get frustrated and feel like they're just kinda there, get bored and leave.

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And lobby balancing almost never fixes the issue.

round musk
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I've played this game for a few good hundred hours, I've done the smg shtick and also the support bipod plays, this game doesn't need squad spawning, it only hurts the flow and makes it dull

dapper maple
round musk
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The games mechanics CAN and WILL influence player behavior

dapper maple
round musk
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If it's just aggressively enough you end with a map that looks like the floor of a person that hoards red vs blue figurines' house

dapper maple
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Have you actually played the recent patch by chance?

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Because i've been in matches TODAY where it's already the case of "Dude pushes, can't spawn"

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like I haven't seen a jeep beacon in a long time, but i'm seeing it more as of late

round musk
dapper maple
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and matches have been pretty even as is if players keep up the pressure on site retakes

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It's literally doing what you're proposing, if they actually take space like they should, spawning on squadmates doesn't happen often if they're in combat.

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meanwhile if a teammate is off the side of a site that's being pushed, I can spawn on him to add some extra attrition

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It's literally the best of both worlds at this point

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it's punishing to die in a frontline or a clash on a site, but a squadmate being further behind still gives you the opportunity to spawn closer

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and if you're firing at or pressuring a players you can actively see, they can't spawn anyone anyways

round musk
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It would still be better to have the points actually be important, as well as it having a much larger impact on moment to moment gameplay to at least restrict more squad spawns
And yeah, I've played recently, people still spawn in allies very frequently when they go behind cover for 2 seconds

dapper maple
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like, I haven't had a match yet that was a fully carry by kills alone despite having most flags taken

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and i'm around 304 hours in as we speak (Would be more but armored core and other shit released soon after this game did)

round musk
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This isn't just about match balance, it's also about moment to moment weight of gunfights but whatever, you do you

dapper maple
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they feel pretty weighty to me, if I lose them I lose space 8/10 times.

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which hurts retake efforts

dapper maple
sage aspen