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Zero damage respawning, perhaps one of tanki's better updates?


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No damage can be dealt to a tank which has just respawned  

42 members have voted

  1. 1. What do you think of this new update attempting to prevent spawn killing?

    • Awesome!
      11
    • Very good, though I'd suggest a few tweaks
      11
    • Mediocre
      3
    • Didn't meet its expectations
      5
    • Just another bad update..
      12


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Maybe hiding the indicator was done on purpose because it was becoming way too easy to kill unsuspecting tanks with high damage turrets the moment they spawned.

 

This feature may need some extra modifying, but I still can't believe 7 people have already rated it as a bad update. So apparently they consider it in the same category as the drone release update, the tankoins gambling event and the removal of alteration renting?

 

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1 hour ago, TheCongoSpider said:

Mammoth's Overdrive doesn't ignore the invulnerability. So Hornet is the only hull that can spawnkill now, but only when its Overdrive is active. 

That extension to hornets ignore ability should be removed then.

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5 hours ago, DieselPlatinum said:

Oh wow the "just another bad update" is catching up real fast. Those people must be extremely salty that they can't exploit that flaw anymore.

Well opinions are opinions and can't be argued with. Not sure why I added that option though lol, it's kind of like a meme now to expect any update to be a bad one without knowing its full details.

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I see this mostly as a bad update.

In any non-spawn-killing situation the protection is overpowered.

I was stealing a flag and used wasp bomb on an enemy that spawned right behind me. The bomb did zero damage and the enemy killed me and returned the flag. No gain whatsoever.

I don't think spawn-killing is a big problem anyway. I don't mind getting spawn-killed, and if I do, the battle is probably very unbalanced anyway and this update is not going to improve the situation.

Especially with no visual indicator this is just awful.

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40 minutes ago, Pizzadino said:

I see this mostly as a bad update.

In any non-spawn-killing situation the protection is overpowered.

I was stealing a flag and used wasp bomb on an enemy that spawned right behind me. The bomb did zero damage and the enemy killed me and returned the flag. No gain whatsoever.

I don't think spawn-killing is a big problem anyway. I don't mind getting spawn-killed, and if I do, the battle is probably very unbalanced anyway and this update is not going to improve the situation.

Especially with no visual indicator this is just awful.

You might not be able to damage someone that just respawned but I think you can still affect their advantage a bit.

 

But a visual indicator would definitely help the situation.

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I like the initiative Alternativa took for this update. Here's my 0.02:

 

1. Needs visual indication. It seems a bit unfair and a bit out of place when a player can't see if their target they're shooting at has the protection.

2. Spawns need to be centralized towards the base more now. I see some people being able to make it to the middle of the map while having this protection still on. This only applies for a few maps but this is a problem.

3. What I don't see people talking about is how this update gets rid of the minefield problems. Before, people would sometimes spam mines everywhere in the enemy base until you virtually cannot spawn without getting blown up into bits and pieces. Now, you can try clearing your base without taking damage. The update was good in this sense.

4. As a primary Freeze player, I think the developers missed the Freezing aspect for defense. I can still have someone spawn in front of me and freeze them to the point they cannot move while they take no damage. 

5. What I really don't like about this update is that some players who aren't necessarily spawn killing will be affected by this. For instance, if I were to steal a flag, I would be virtually helpless when I go into the enemy base because everyone there is invincible.

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2 hours ago, sensei_tanker said:

I like the initiative Alternativa took for this update. Here's my 0.02:

 

1. Needs visual indication. It seems a bit unfair and a bit out of place when a player can't see if their target they're shooting at has the protection.

2. Spawns need to be centralized towards the base more now. I see some people being able to make it to the middle of the map while having this protection still on. This only applies for a few maps but this is a problem.

3. What I don't see people talking about is how this update gets rid of the minefield problems. Before, people would sometimes spam mines everywhere in the enemy base until you virtually cannot spawn without getting blown up into bits and pieces. Now, you can try clearing your base without taking damage. The update was good in this sense.

4. As a primary Freeze player, I think the developers missed the Freezing aspect for defense. I can still have someone spawn in front of me and freeze them to the point they cannot move while they take no damage. 

5. What I really don't like about this update is that some players who aren't necessarily spawn killing will be affected by this. For instance, if I were to steal a flag, I would be virtually helpless when I go into the enemy base because everyone there is invincible.

1) agreed

2) agreed

3) agreed

4) didn't know that issue existed, but agreed.

5) agreed, but I don't have a good idea of how to solve this problem. Maybe make the spawn effects against that particular player if they're in the enemy base for too long?

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Actually, I'd rather it have no visual indication, because having one would in fact make this update nearly pointless. Imagine you're a Shaft, before this update you waited for players to materialize then you spawn killed, if this one had an indicator it would be no different from before, you'd just wait 2 seconds then spawn kill.

 

Also, Freeze is probably the only turret that can still spawn kill because it's effect apparently ignores the invincibility, which does not make sense.

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6 hours ago, Michael828 said:

Actually, I'd rather it have no visual indication, because having one would in fact make this update nearly pointless. Imagine you're a Shaft, before this update you waited for players to materialize then you spawn killed, if this one had an indicator it would be no different from before, you'd just wait 2 seconds then spawn kill.

 

Also, Freeze is probably the only turret that can still spawn kill because it's effect apparently ignores the invincibility, which does not make sense.

Maybe a range limit or how far it can be seen like the supplies indicator.

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18 hours ago, Thomas11239 said:

I feel like I'm way too strong spawning with that OP drone that gives you all supplies + immortality for a few seconds.

Yeah, but the immortality is gone by the time you get out of your base, and that's what this feature is for.

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1 hour ago, Given said:

Yeah, but the immortality is gone by the time you get out of your base, and that's what this feature is for.

On many maps, with long-range turrets It's possible to hit enemies in their own base while invulnerable.

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23 minutes ago, wolverine848 said:

On many maps, with long-range turrets It's possible to hit enemies in their own base while invulnerable.

But on all maps, it is possible to spawn-kill; even if it's delayed by a few seconds.

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27 minutes ago, Given said:

But on all maps, it is possible to spawn-kill; even if it's delayed by a few seconds.

Unless ALL players on defending team spwan at same time (and thus are all invulnerable at same time) how much of a difference does this make?

Spawn-killing team just picks on the tank that is currently vulnerable.  By the time they finish off that tank the next one is ready (to be killed).

 

Sure something needs to be done, and I guess that at moment this is the best they can come up with.  But I just found it odd I can spawn and start damaging any enemy visible to me, no matter where they are on the map.

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39 minutes ago, wolverine848 said:

Unless ALL players on defending team spawn at same time (and thus are all invulnerable at same time) how much of a difference does this make?

The spawned players can take down the spawn-killers; maybe not all of them at one time, but one by one. And that makes all the difference.

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Good for DM, meh for everything else I guess. I'd like to point out that spawnkilling is a valid strategy to keep the enemy distracted long enough so a teammate can swipe a flag or two. That being said, spawn camping is horrible (where the entire team just sits and farms the spawn point) but that will happen in any game and is inevitable, so in all this update was kinda useless.

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44 minutes ago, SamGamgee55 said:

Good for DM, meh for everything else I guess. I'd like to point out that spawnkilling is a valid strategy to keep the enemy distracted long enough so a teammate can swipe a flag or two. That being said, spawn camping is horrible (where the entire team just sits and farms the spawn point) but that will happen in any game and is inevitable, so in all this update was kinda useless.

I have an idea in how to make it more effective against spawn campers. But it'll take me awhile to post it.

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1 hour ago, DaringDeer said:

It seems to me that when I have hornet overdrive enabled that it bypasses enemy spawn protection.  Can anyone verify?

Yes, Hornet's Overdrive is the only thing that I've seen can bypass the protection. I haven't tried Wasp's bomb myself, but I saw someone who had just spawned take impact force from it at a radius which would have killed it, so I guess Wasp's bomb doesn't ignore it. 

Edited by TheCongoSpider

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16 minutes ago, TheCongoSpider said:

Yes, Hornet's Overdrive is the only thing that I've seen can bypass the protection. I haven't tried Wasp's bomb myself, but I saw someone who had just spawned take impact force from it at a radius which would have killed it, so I guess Wasp's bomb doesn't ignore it. 

If it flips I'd say that is even worse than being destroyed.  Self-D is really sucky.

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2 hours ago, TheCongoSpider said:

Yes, Hornet's Overdrive is the only thing that I've seen can bypass the protection. I haven't tried Wasp's bomb myself, but I saw someone who had just spawned take impact force from it at a radius which would have killed it, so I guess Wasp's bomb doesn't ignore it. 

I hear that freeze can still freeze the respawned player, rendering them defenseless once the spawn protection wears off.

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8 minutes ago, DieselPlatinum said:

I hear that freeze can still freeze the respawned player, rendering them defenseless once the spawn protection wears off.

Except they can turn their turret at almost normal speed, so they aren't defenseless. I've had a Freeze Hunter stick up to me and try to circle me when I was using Vulcan. And I was able to keep damaging it for 3 whole seconds before it finally outran my bullets. That's sad IMO. 

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