

Feb 04 2012 06:21 PM UTC (4 months)
Feb 04 2012 08:09 PM UTC (4 months)
I've always had issue with the spawn timers in this game. And when they put it up to 6-8 seconds for tournaments, people biched I guess and they changed it back. This game has plenty of issues with spawning that hold it back. But most people are complacent (player council) or enjoy the noob sh it this game has to offer. I like games that have 10 second respawn times because dying actually has meaning and the killer can actually get a moment to recuperate before the guy comes for a revenge kill. And seriously, the spawn logic places them usually 10 ft away, its incredibly dumb.
Feb 04 2012 09:20 PM UTC (4 months)
Quote | ZiggiLing posted on Feb 04 2012 08:09 PM UTCI've always had issue with the spawn timers in this game. And when they put it up to 6-8 seconds for tournaments, people biched I guess and they changed it back. This game has plenty of issues with spawning that hold it back. But most people are complacent (player council) or enjoy the noob sh it this game has to offer. I like games that have 10 second respawn times because dying actually has meaning and the killer can actually get a moment to recuperate before the guy comes for a revenge kill. And seriously, the spawn logic places them usually 10 ft away, its incredibly dumb.
Yea I have no issue with instant/2second respawns in the shootout game mode or the "Free for all" game mode, or even the capture the territory or capture the flag modes on the bigger maps.
But small maps such as Olympia Lumber with 1 capture point, the first team to cap is the winner from the start 99% of the time, because with practically instant respawns the defender has the obvious advantage, because they don't need the extra time to cap that the assaulting side needs.
Feb 05 2012 12:36 AM UTC (4 months)
only thing 2 things i hate about the spawn timers.
1, being ACD. u die, it tells u waiting to respawn, it hits 15 and ur mashing left click to respawn an-OOPS! ur team capped the point, and u have to wait until the timer hits 14 to actually respawn.
2, being rob. i run to the enemy vault, killing everybody i come across. i get to there area, and continue to kill all of the enemy team a 2nd time. i FINALLY get to the vualt, having to kill the entire enemy team a 3rd time, and the moment i actually take 1-2$ from it, they have spawned for the 4-5th time on me before i can make it away. im not using bess, im just using regular ol chaingunner class, so im still trying to figure out how im supposed to kill 4-6 players on a 1 seconds respawn AND somehow steal cash and make it away, after burning NBR, my dot heal, my HP buff AND psp trying to kill all of the enemys prior to the vault. srsly tho, do i really have to score upwards of 20 kills before i can even get to touch the vualt, just to take 1$ and be shot in the back due to the 5th time 1 guy has respawned in the last 10 seconds?
Erosion/ascaryblackman/anicewhitelady/lolimazombie
Feb 07 2012 09:45 AM UTC (4 months)
Spawntimes definately needs to be upped 3-4 seconds on all game modes.
Feb 09 2012 07:58 PM UTC (3 months)
Some maps are terribly unbalanced by this spawn timer. In Rob/sng, games are sometimes determined on luck alone. On old sunrise I killed a player and he respawned immediately right in front of me before I had a chance to do anything else. Its ridiculous.
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I am noticing a constant pattern going in this game so far and I don't know if anybody agrees with me here, However I find it rather stupid that there is only a 2 second re-spawn time in Objective based modes such as capture the point on Olympia mill for example, where there is only 1 zone to cap, whoever holds it the longest by the end of the timer wins the game.
Basically on a map like this(small map) with only 1 cap zone like this, the first team to cap can hold it for the whole match. Not because they are better, but because sides have instant unlimited waves of reinforcements constantly clashing over and over again, so it basically just becomes a team death match scenario(or SHOOT as this game calls it), with only side having the possibility to win.
Simply because the losing team never has enough time to re-cap the point because the second they wipe out the enemy team defending the capture point, they are instantly back again.
I think the spawn timer should be increased to 4-5 seconds in these situations to make a more tactical and balanced gameplay where the fight is a constant struggle back and forth, and the defending side actually has to work hard to hold it, because if they die defending they'll have to find a way to re-cap.
What are your thoughts here?