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A new game feature that's specifically designed for spawn killing problems.


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I think that we can all agree that spawn killing over and over is quite a big problem.

Please note that what I'm proposing won't stop the spawn killing issue or even reduce it. What it will be designed to do is give the team that's being spawn killed a better chance at fighting back and actually succeeding.

So here's how it'll work for the team that's being spawn killed:

· Members will get the following advantages over their invaders:
- 50% more damage.
- 50% more armor.
- 20% more speed.
- an extra repair kit.

· However, members will lose these advantages if they leave their team base (and no, they can't get them back by just returning to their team base), in this case, the only way to get them back is to respawn.

They can also lose the advantages if they haven't been spawn killed for 30 to 60 seconds.

Oh and a hunter can also use its OD and cancel out these effects until they respawn. But it's quite pointless really, because unless they're no longer being spawn killed, then they'll just keep getting the effects.

I think that's all that I can come up with for now.


Edit: Updated.

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Tbh it's rarely hard to counter base invasions. Just slap on a double damage and fight. If they kill you your supply cooldowns reset so you can just keep fighting until they die ¯\_(ツ)_/¯ 

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Tbh it's rarely hard to counter base invasions. Just slap on a double damage and fight. If they kill you your supply cooldowns reset so you can just keep fighting until they die ¯\_(ツ)_/¯

 

Still doesn't mean that spawn killing isn't a problem.

 

Besides, unless you have a higher ranked account, how can you know how to deal with spawn killing in the high ranks when the team that's doing the spawn killing is full of players that knows exactly how to maintain that position and succeed?

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Tbh it's rarely hard to counter base invasions. Just slap on a double damage and fight. If they kill you your supply cooldowns reset so you can just keep fighting until they die ¯\_(ツ)_/¯ 

It's obvious by your comment you have not experienced a real base invasion - one where "slapping on a DD" just means you've wasted a DD.

 

The only counter is the exit "x" on your screen.

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Makes CTF and Assault unreasonably difficult. Trooper Drone is in the game for same purposes.  Trooper Drone + this idea combined would be OP.

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^

Trooper drone is only 20k

Yeah but it's the most commonly seen drone and is already quite OP compared to other drones of its class, even compared to the 200k drones.

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Makes CTF and Assault unreasonably difficult. Trooper Drone is in the game for same purposes.  Trooper Drone + this idea combined would be OP.

Maybe, but the instant you touch ground which isn't in your teams base and you lose the effects (not the drone effects, of course.)

 

Besides, I'm willing to come up with ideas that deter players from spawn killing others. Even if it's ridiculous.

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5 seconds of 50% added shield after spawning would help the spawn killed team a lot. But this shield wouldn't be given to all.

 

With Trooper the protection for those 5 seconds could reach 75%.

 

In those 5 seconds you're basically finding your way.

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Well, here's a wild idea: When the system senses spawn killing (several kills in a few seconds of each other) the entire base becomes a nuke. Everyone in (including those getting spawn killed) and around the base will be nuked. The enemy will be sent back to base and the ones getting spawn killed a chance to regroup. Game continues. 

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I thought they gave +400%

100 base + 100% supply + 200% drone so its actually total 4x not +400%

 

also i were wrong, you needed supply for it to work so its actually +300% not 200

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Well, here's a wild idea: When the system senses spawn killing (several kills in a few seconds of each other) the entire base becomes a nuke. Everyone in (including those getting spawn killed) and around the base will be nuked. The enemy will be sent back to base and the ones getting spawn killed a chance to regroup. Game continues.

definitely wouldn't solve the problem, being most spawn killing is long range with Shaft and such

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definitely wouldn't solve the problem, being most spawn killing is long range with Shaft and such

That (being hit across map in Highways) is manageable as it only happens when you spawn in LOS of those long-range enemies.

 

Pretty sure this post was created to address enemies in your base.  There are NO safe-spots when enemies are uncontrolled in your base - you are dead no matter where you spawn.

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definitely wouldn't solve the problem, being most spawn killing is long range with Shaft and such

The idea is to let the losing team regroup. The Tanki I play in, the base is overrun by Firebird, Freeze, Rico, Thunder, Twins. Yes, Shaft can spawn kill, but not an entire team.

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The idea is to let the losing team regroup. The Tanki I play in, the base is overrun by Firebird, Freeze, Rico, Thunder, Twins. Yes, Shaft can spawn kill, but not an entire team.

Players with Smoky, Thunder, Magnum and Rail should maintain their range advantage and simply kill all noob enemy Fires and Freezes before they get to their base in huge numbers and start spawn-killing.

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Players with Smoky, Thunder, Magnum and Rail should maintain their range advantage and simply kill all noob enemy Fires and Freezes before they get to their base in huge numbers and start spawn-killing.

It's never that simple.

 

Typically in these cases the teams are unbalanced enough that the enemies arrive unscathed due to terrain, map, numbers and just overall better equipment.

 

And when the attackers are not "noobs"?  In most spawn-killing it's not the "noobs" doing the killing.

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It's never that simple.

 

Typically in these cases the teams are unbalanced enough that the enemies arrive unscathed due to terrain, map, numbers and just overall better equipment.

 

And when the attackers are not "noobs"?  In most spawn-killing it's not the "noobs" doing the killing.

Yeah, it's mostly the more experienced players taking advantage of the flaw.

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Maybe, but the instant you touch ground which isn't in your teams base and you lose the effects (not the drone effects, of course.)

 

Besides, I'm willing to come up with ideas that deter players from spawn killing others. Even if it's ridiculous.

Well both team's flags, goals, and the defending assault team's shield thingy are all located within the respective team's base. Offense will become virtually impossible in these game modes because all the defenders will have free drugs as long as they keep defending while attackers will lose their free drugs and have to drug single drugs individually against an entire base full of 3 drug players.

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Well both team's flags, goals, and the defending assault team's shield thingy are all located within the respective team's base. Offense will become virtually impossible in these game modes because all the defenders will have free drugs as long as they keep defending while attackers will lose their free drugs and have to drug single drugs individually against an entire base full of 3 drug players.

Those are actually solid points. And I have to admit, I did not think that far ahead with this idea.

 

Maybe we can let the attackers that just come in take flag and leave enemy base and their escorts be unaffected by this.

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Those are actually solid points. And I have to admit, I did not think that far ahead with this idea.

 

Maybe we can let the attackers that just come in take flag and leave enemy base and their escorts be unaffected by this.

I was thinking of adding a specific safe zone in the back of each team's base that is far from the flag in your base (so it would be in like a back corner) and this safe zone will grant you triple drugs until you leave it (and anyone with the flag can't enter this safe zone). Even with this idea, campers like shafts, magnums, and vulcans will become OP because they will never need to spend a drug and still be able to camp in the back of their base. 

 

I don't think there is really a way to prevent spawn killing without nerfing offensive tactics in some sort of way... but I hope that the new OD that heals everyone within the proximity would be good enough.

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