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Contaminated area in CTF to prevent spawn-killing


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  • Overview

- Every map has area around flags

- Every flag area is contaminated by ( RED or BLUE ) dust that after some period starts damaging and slowing down oponent tank/s

- Some areas are pointed out, like area around blue flag in Deathtrack map ( it has walls all around it, but walls are partial ), but most of them are not

- It is annoying when opponents camp your flag as well as area around it

  • Idea

- Make all area around the flag deathly

- Deathly: After 2 or more seconds being in that area ( tank from opposite team ) starts taking damage, as well as getting slowed down

  • Amount of damage

- As mentioned above, after 2 seconds, tank starts getting damage

- Amount of it will be 250 HP after every new second starts and you are still in there

  • Slowing down effect

- Reduces your maximum speed to 5 MPS after 2 seconds of staying in opponents flag area

 

+ Camping opponents flag is no longer possible

- Could potentially lead to even bigger camping

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Valid

 

I get the reasons for doing this in CP mode, but I don't really see how this is a problem in CTF. If you mean people camping in your base and spawn-killing you over and over, then I think it requires a different solution, such as their guns dealing less damage to players who just respawned. But this particular idea isn't great, since it ruins certain stealthy tactics, such as sneaking up behind the enemy base, waiting for defenders to get distracted and grabbing the flag.

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Under review

 

I get the reasons for doing this in CP mode, but I don't really see how this is a problem in CTF. If you mean people camping in your base and spawn-killing you over and over, then I think it requires a different solution, such as their guns dealing less damage to players who just respawned. But this particular idea isn't great, since it ruins certain stealthy tactics, such as sneaking up behind the enemy base, waiting for defenders to get distracted and grabbing the flag.

Tough to come up with a reasonable solution.

You're idea sounds good - but - for how long does this resistance last?

 

For example - has to last long enough for re-spawn tank to come out of ghosting and actually be able to do something.

But flip-side - don't want it so long that on a smaller map a wasp is entering enemy base with a fake DA still going.

 

Maybe works if DA and this spawn-resistance do not stack.  Allows spawn tank to use Speed or DD while having temp DA to "even things out" a wee bit.

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So that gives fires and isidas something to worry about but shafts and magnums spawn-kill without concern. A different approach is needed for spawn-killing.

Maybe resistance on the tank for 3-5 seconds - so won't matter where the attacker is.

 

No more of those 1-shot shaft hits as you spawn and can't move out of sight in time.  Sounds good to me. B)

 

Other alternative - battle ends if X# tanks spawn-killed in a row.  Mercy rule - negates those tools who refuse to cap 10th flag because they like to pad their stats.

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