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Remove the "ghost" phase after spawning


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I feel like a major driver of spawnkilling is the fact that after a tank spawns, they cannot shoot or use/pickup supplies, during this period of a few seconds that i'm gonna call the "ghost phase". During this stage, the tank is invincible, but it is visible to all, and this allows enemies time to prepare and get into an advantage (activating supplies, aiming their gun, dropping mines, charging their shots (Railgun, Shaft, Vulcan, Magnum), etc.) while the target cannot do the same. This is particularly unfair when the enemy is a high-damage weapon such as Railgun, Shaft, or Magnum because you simply spawn into death or low HP. The ghost phase is also too short to be able to run to cover before this happens. 

 

My solution to this would be to simply remove the ghost phase. When a tank spawns, they can jump right into action and defend themselves. From the moment they hit the ground, they can fire and use supplies. This will make spawnkilling much harder since enemies no longer get a grace period between a tank becoming visible and it being able to fight back. The aspect of being spawnkilled would be eliminated; you will no longer spawn defenseless. 

 

What do you think? 

 

:)

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Under Review

 

Well on the other side, it would be quite disturbing if you just grabbed the enemies flag, race for the exit of their base and suddenly an Twins Mamuth spawns out of nowhere right in front of your tank, you rush into it as you have no warning time to take another route, and you are doomed.

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I think there's more benefits than drawbacks to this "ghost" mechanic. Other than that fact that it makes the game look more polished, it does give you a couple seconds to prepare for battle before you fully spawn, whether it means just turning your turret towards the enemy, or being able to predict exactly when you'll materialise. I doubt it will be removed since the spawn-killing issue is not that bad at the moment. Even if it is bad, there are better ways to fix it.

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You're always at a permanent disadvantage when it comes to charge-up weapons like Railgun, Vulcan, or Shaft because they can start charging before you can. 


Alternatively they could make it so you can charge your weapon and activate (but not pickup) supplies while you're in that phase, but your weapon won't fire and the supplies won't take effect until you're out of it

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Ghosting has its strategic advantage that I haven't seen in a very long time. This was back before the merge and players could communicate. Some say chat had no advantage and there wasn't any battle plans made, but there was. 

 

Here's an example I was involved with that allowed us to win against an OP enemy:

 

The map was Noise CTF. Score was 3-0 their favor, we were blue. We couldn't get anywhere near their flag. Our Mammoth was the carrier. Next tank down self destructed and, while still a ghost, entered the Mammoth. Then the next one down did the same and so on. The last to enter the Mammoth was a Wasp or Hornet (in this case was a Wasp). The Mammoth started up the short wide ramp and got us as far as it could to the flag, then the next tank that ghosted, spawned and got us closer. When we got close to the flag, the Wasp came out, spawned, grabbed the flag and made the leap of faith. Those of us left over spawned and kept the enemy busy while the Wasp made its get away. It was like a Trojan Horse.

 

We got away with this 4 times for the win. Of course, after the second one, the enemy was wise to us, so each attempt was a little harder. The mistake the other team made was not trying to cap any more of our flags (at least not to my knowledge). Two tanks were left at base to defend. 

 

This same tactic was used in TDM. As we got to the enemy base, we all came out at the same time, taking the enemy by surprise. 

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Ghosting has its strategic advantage that I haven't seen in a very long time. This was back before the merge and players could communicate. Some say chat had no advantage and there wasn't any battle plans made, but there was. 

 

Here's an example I was involved with that allowed us to win against an OP enemy:

 

The map was Noise CTF. Score was 3-0 their favor, we were blue. We couldn't get anywhere near their flag. Our Mammoth was the carrier. Next tank down self destructed and, while still a ghost, entered the Mammoth. Then the next one down did the same and so on. The last to enter the Mammoth was a Wasp or Hornet (in this case was a Wasp). The Mammoth started up the short wide ramp and got us as far as it could to the flag, then the next tank that ghosted, spawned and got us closer. When we got close to the flag, the Wasp came out, spawned, grabbed the flag and made the leap of faith. Those of us left over spawned and kept the enemy busy while the Wasp made its get away. It was like a Trojan Horse.

 

We got away with this 4 times for the win. Of course, after the second one, the enemy was wise to us, so each attempt was a little harder. The mistake the other team made was not trying to cap any more of our flags (at least not to my knowledge). Two tanks were left at base to defend. 

 

This same tactic was used in TDM. As we got to the enemy base, we all came out at the same time, taking the enemy by surprise. 

haha i love this. My battles aren't nearly as coordinated as this though. We pretty much knock each other over trying to flee an overdrived freeze  :D

I have another idea awaiting review right now. It's quite different from this one so it's in a different topic. 

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haha i love this. My battles aren't nearly as coordinated as this though. We pretty much knock each other over trying to flee an overdrived freeze  :D

I have another idea awaiting review right now. It's quite different from this one so it's in a different topic. 

When the merge happened, that pretty much destroyed any battle plans and coordination of teams. However, the Russians are able to since most battles are controlled by them.....and they do. If you observe their movements sometimes you can catch on to the battle plan, that is if there is one in place. 

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Oh I didn't know they merged the servers...so that's why i see all these russian speaking people in my games. That explains a lot. 


It is kind of annoying though because we can't communicate. I just kind of try to be helpful. 

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I think while in ghost mode, you should be able to shoot, and activate supplies without the enemy harming you in those precious seconds.

That's literally the same issue as right now except reversed. Neither side should be able to get an advantage like this. 

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The Tank should not appear but it should be able to see the overview of the map.

 

This way if the wasp was running. it gets same time to escape as the time the ghost tank took to manifest.

 

So for the 4-5 second the spawing tank gets an oveview to decide strategy, and the tanks in game have no hindarance in their gameplay.

 

To keep it simple it would be like what happens when u die, the camera gets zoomed out, so that zommed out time would be for 3-5 seconds and then u spawn as a tank and no ghost.


Plus that should be done in non pro, pro battle = old tanki

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The Tank should not appear but it should be able to see the overview of the map.

 

This way if the wasp was running. it gets same time to escape as the time the ghost tank took to manifest.

 

So for the 4-5 second the spawing tank gets an oveview to decide strategy, and the tanks in game have no hindarance in their gameplay.

 

To keep it simple it would be like what happens when u die, the camera gets zoomed out, so that zommed out time would be for 3-5 seconds and then u spawn as a tank and no ghost.

Plus that should be done in non pro, pro battle = old tanki

How would this help if your team is being spawn killed? A zoom out over the battlefield will only reveal the opposing team at your base. Then what?

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That's literally the same issue as right now except reversed. Neither side should be able to get an advantage like this.

 

It's not an advantage if it only lasts a few seconds. Besides you could potentially reduce spawn killing by as much as 90% with this feature.

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I don't think I've gotten spawn killed in a normal battle for some time. I actually don't know why, perhaps MM keeps games from being druggers vs nondruggers, but it doesnt seem like much of a problem. The exception is XPBP where sometimes I spend half the game getting spawn killed

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No longer applicable due to implementation of spawn protection. I know it's not perfect, but it will likely be improved.

 

Idea invalid. Closed.

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