#remove spawn protection when spawning on mates or points

1 messages · Page 1 of 1 (latest)

quasi quest
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title

stray hatch
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spawn die tho

brave nacelle
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you mean the like 2 frames where you can't take a bullet?

warm chasm
west wadi
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Instead of writing title, you can describe why u want it removed

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-1 for now

thorn cedar
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he wants to get that +50 feed of people spawning in his sights/on his mines

odd remnant
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maybe instead of completely removing it have it just immediately remove itself once the player moves

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and if the player doesnt move then it just gets rid of itself on a timer

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that could be how it works rn tbh i have no idea

warm chasm
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That's how it works half the time

thorn cedar
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any motion I think disables it, including turning though it might just feel that way. this is why suppresion is used in most games with squad spawning as a way to mark "in combat" which, is actually in the game if ineffective. Why they don't tie the "in combat" tag to at least that is a wonder. and with that we could remove spawn protection from squad spawning anyway since it usually includes a free kill for them if they avoid moving

quasi quest
# west wadi Instead of writing title, you can describe why u want it removed

quite simple. It doesn't happen that often but every simple time I see the spawn protection pop up it has a negative effect.
If you spawn on a team mate that is in a gunfight it should be your fault for dying instantly and not my fault for shooting at somebody that has spawn protection since I have no way to see who has it and who doesnt.
This either means I'm shooting at the wrong enemy, waste bullets that I need once the spawn protection is over (which again I don't see when that's the case) or it blocks bullets that were meant for the enemy that's shooting at me.

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if you want to spawn in the action faster that should come with the risk of dying

quasi quest
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and here is an example of somebody tanking shots for the one thats shooting at me

full kindle
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Spawn protection exist for a very good reason, the occasional moment where you almost die or even die is annoying sure but it has to stay in the game in some form.

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In battle consistency would be nice but the current systems and maps in bbr need it. I am confident you dont want to be the person who is spawned trapped.

quasi quest
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I see no reason why it should exist so if there is one please explain it to me

full kindle
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There are a large number of points in the game in which the player is directly exposed or almost directly exposed when spawning. The frustration you feel as player because you are shooting an invulnerable target, "since I have no way to see who has it and who doesnt", will equally be felt when you literally just spawn and die.

The same experience is extended to in combat spawning. The existence of "in combat" and "out of combat" is intended to give the player the ability to determine the danger level, the spawn protection and fractions of a second it provides are an attempt to further extend that because no combat detection is perfect.

Combat legibility i think is the deeper rooted issue you are running into here. Players have very little time to understand their surroundings and spawn protection in theory, allows that to flourish for the person spawning. The inconsistency in spawn protection needs to change and, the overall ability to select targets also needs to increase.

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Spawn protection is a symptom of the larger challenge, but still plays a fundamental role in smoothing out map design, combat spawning, and objective layout NODDERS

quasi quest
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can't really agree with that. Personally I never had a problem with spawning on an objective and instantly getting shot.
And if you spawn on a member to get into the action quicker you run the risk of dying which is totally fine. So if you spawn on a teammate right in front of sb and die that's the risk of choosing a spawn closer to the front.
The attacker should not get punished for sb choosing a spawn closer to the fight

full kindle
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"Personally I never had a problem with spawning on an objective and instantly getting shot." Have you considered that you also get spawn protection when spawning? There is no player feedback as the person who is spawn protected, leaving you more likely to have negative bias as the attacker.

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and to the rest, right on 👍

quasi quest
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ye but I would still see the shots/ get shot when my spawn protection runs out / see enemies close

full kindle
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👍

thorn cedar
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lets just allow spawn protection while spawing in combat for some reason, totally a good idea and in no way a bad one that nobody uses because its a bad idea.

warm chasm
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Me when dogshit combat check and not being able to see what I'm spawning into yes you can disable the hud but fuck you

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Also with a side of I don't afk for 4 seconds after spawning 🔥

hexed grotto
jaunty turtle
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Another mechanic that doesn't work correctly. One day all the bugs will be fixed if we wait for it. Hope so...

warm chasm
noble badger
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Can we at least spawn behind cover near a teammate? I die instantly too much when spawning on a seemingly safe teammate.

drowsy cradle
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Oki said he fixed spawning into combat a while back, but I legitimately never could tell a difference and it still happens all the time that I kill someone who just spawned on someone I'm shooting at or get killed when enemies are aiming at my squad mate. The system itself needs some heavy tweaking.

thorn cedar
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its not tied to suppression at all, meaning it has trouble telling if you are in combat or not if you are not hit.

drowsy cradle
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It's supposedly tied to people aiming at you, but that's clearly not true at all HyperXD

thorn cedar
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the problem is that with how a lot of the game works, if someone is looking at you, i.e. aiming at you, you are getting shot and therefore in combat. people seem to think it means "on an enemies screen", rather than crosshair/sights, which is a much smaller target to ping. Hence why games with squad-spawning systems will generally make it tied to suppression systems as that gives leeway much wider than "aimed at by enemy".

hot swan
drowsy cradle
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Shooting going on nearby a guy who's pretty well tucked away or not in combat at all will prevent spawning, but a guy who's staring down a 10 man blob will be available to spawn on even if he's actively being shot at

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Also spawn protection feels totally random sometimes

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Have had guys eat 10+ hits while running around for a good few seconds after having spawned while others die instantly

storm mountain
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In combat detection is so broken beyond any reason that it would most likely require a whole overhaul before we think about removing spawn protection, the fact that people can spawn when you're shooting at their teammate is the problem, not the spawn protection per se

thorn cedar
thorn cedar
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yeah

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its shit, but its there

hot swan
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Where?

quasi quest
thorn cedar
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you'll notice your screen fading a bit when you get shot at

drowsy cradle
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Spawn protection is too inconsistent and rare for me to really be bothered by it more than never knowing whether I'm about to spawn into my death or why a guy who's totally alone behind enemy lines isn't available to spawn on for five minutes straight HyperXD

thorn cedar
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its basically a white filter, but the detection is there

hot swan
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I have to check

drowsy cradle
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It's way too slight for me to have noticed that tbh

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But that's a good idea

hot swan
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Then yeah ig tie it to that system

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I mean it works apparenly

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Its not overly intrustive and bam

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Squad spawning fixed

storm mountain
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We don't do easy things around here

warm chasm
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Removing spawning ez

broken pewter
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remover or fix

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at least make the bullets go through the person that just spawned in

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the amount of times they have body blocked me while shooting at me is obnoxious