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Changes to the spawn protection.


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Spawn protection is really nice, but I suggest inserting an effect like a shield that looks like the dome from titan (only smaller, and more subtle) surrounding the tank. Sometimes I see people wasting their shots on spawn protected players because they didn't see the player respawning, and this brings some imbalance for turrets like hammer and railgun (because reload n'stuff).

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Valid.
Completed

 

I've also seen many players complaining about it and saying that nowadays they are not dealing any damage (not knowing that this is a new update) so once they see the little new shield, they probably will wonder and say, maybe I should look up what that is rather than seeing 0 damage all of sudden.

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Visuals would completely ruin it. You're telling the spawn-killer when the tank is ready to be shot. If a Shaft user knows when to shoot and kill the newly spawned enemy, that would still be spawn killing. 

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1 hour ago, Hate said:

Valid.

 

I've also seen many players complaining about it and saying that nowadays they are not dealing any damage (not knowing that this is a new update) so once they see the little new shield, they probably will wonder and say, maybe I should look up what that is rather than seeing 0 damage all of sudden.

Devs need to start announcing every single change that they make again.

 

Patch notes are great and all, but they're not getting through to everyone.

 

Questions like: 

 

Why am I dealing 0 damage?  What on earth happened to titans OD?

 

Are still being asked to this day.

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5 minutes ago, Given said:

Visuals would completely ruin it. You're telling the spawn-killer when the tank is ready to be shot. If a Shaft user knows when to shoot and kill the newly spawned enemy, that would still be spawn killing. 

Apparently some of these respawned tanks can reach halfway across some maps.

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1 hour ago, Given said:

Visuals would completely ruin it. You're telling the spawn-killer when the tank is ready to be shot. If a Shaft user knows when to shoot and kill the newly spawned enemy, that would still be spawn killing. 

not only Shaft users,

we need just to learn the right time after spawning and simply kill.

doesn't matter what turret it is (Shaft,Rail,Thunder,Gauss ..........)

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1 hour ago, Given said:

Visuals would completely ruin it. You're telling the spawn-killer when the tank is ready to be shot. If a Shaft user knows when to shoot and kill the newly spawned enemy, that would still be spawn killing. 

It wouldn't be exactly spawn killing. When a tank is in invulnerability mode for 2 seconds, they have that time to fight back, activate drugs and drone, (or hide) possibly dealing some damage or even destroying the "spawn-killer".

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1 hour ago, Given said:

Visuals would completely ruin it. You're telling the spawn-killer when the tank is ready to be shot. If a Shaft user knows when to shoot and kill the newly spawned enemy, that would still be spawn killing. 

You can't get one shot by the shaft if you activate double armor while you are in the invincible phase. The update is meant to balance things out slightly instead of giving a bad team invincible cheats. 

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9 hours ago, DieselPlatinum said:

Apparently some of these respawned tanks can reach halfway across some maps.

Doesn't look like it.

 

7 hours ago, Alklines said:

It wouldn't be exactly spawn killing. When a tank is in invulnerability mode for 2 seconds, they have that time to fight back, activate drugs and drone, (or hide) possibly dealing some damage or even destroying the "spawn-killer".

The thing is, the spawned tank is meant to go out into battle, not just scamper in it's own base. If the tank is only able to hide, then we would still have a whole team boxed in its base.

 

7 hours ago, sensei_tanker said:

You can't get one shot by the shaft if you activate double armor while you are in the invincible phase. The update is meant to balance things out slightly instead of giving a bad team invincible cheats. 

It is, in no way, an "invincible cheat". Let's say the person even hides in that time with the shield showing the enemy Shaft that the time is not ripe to shoot. Then what? The laser is still out there, and in most cases tanks aren't able to survive Shaft hits.

If people deal 0 damage on newly spawned enemies, then that discourages spawn killing, nothing else.

I use Hornet-Shaft on a lower ranked alternate account. Sometimes I am near the enemy base, making cover for my teammates for Rugby scores and so.  Many times tanks have spawned and I haven't been able to time my shot right, either dealing 0 damage or having the tank run out into battle out of my sight. Which, I think, is actually good. A delayed spawn-kill is still a spawn kill.

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As you may know, the newly released spawn protection is a solution to the spawn killing exploit that has plagued the game over the years. However there are some flaws to it which I would like to fix.

 

1) apparently freeze can still freeze the player and hornet can ignore the protection. So those extensions to their abilities should be removed.

 

2) it is hard to tell between players who just respawned and who has been alive for awhile. So that why a visual indicator would be useful here, and it should be a dome like shield. I understand that mid and long ranged weapons will just wait then fire. So the indicator should have a max range limit for how far it can be seen, lik maybe 60-70 metres.

 

3) it doesn't discriminate, which causes a problem for those who stay in the enemy base for no more than  10-15 seconds, while still not being effective enough to deter spawn camping. So when a player stays in the enemy base for more than 20-25 seconds, then that would become spawn camping and all the enemies (no matter where they are on the map) would have forever protection against that one player (which also extends to impact force) until that player either leaves the enemy base or dies. 

As for the player that didn't stay in enemy base any more than 10-15 seconds, they should special perks against the respawned enemy over spawn campers:

 

 · Being able to knock them off aim.

 ·Being able to block their route.

 · Their hits not damaging them.

 

These changes would make the spawn protection feature more efficient against spawn killers.

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5 hours ago, DieselPlatinum said:
 

As you may know, the newly released spawn protection is a solution to the spawn killing exploit that has plagued the game over the years. However there are some flaws to it which I would like to fix.

 

1) apparently freeze can still freeze the player and hornet can ignore the protection. So those extensions to their abilities should be removed.

 

2) it is hard to tell between players who just respawned and who has been alive for awhile. So that why a visual indicator would be useful here, and it should be a dome like shield. I understand that mid and long ranged weapons will just wait then fire. So the indicator should have a max range limit for how far it can be seen, lik maybe 60-70 metres.

 

3) it doesn't discriminate, which causes a problem for those who stay in the enemy base for no more than  10-15 seconds, while still not being effective enough to deter spawn camping. So when a player stays in the enemy base for more than 20-25 seconds, then that would become spawn camping and all the enemies (no matter where they are on the map) would have forever protection against that one player (which also extends to impact force) until that player either leaves the enemy base or dies. 

As for the player that didn't stay in enemy base any more than 10-15 seconds, they should special perks against the respawned enemy over spawn campers:

 

 · Being able to knock them off aim.

 ·Being able to block their route.

 · Their hits not damaging them.

 

These changes would make the spawn protection feature more efficient against spawn killers.

Topic Merged.

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10 minutes ago, DieselPlatinum said:

Publish my idea and merge this topic into it. As you can see, my idea is clearly superior and takes many things into consideration.

Both your idea and Pepsi_Man's are remotely similar, in that they discuss Spawn Damage protection, so I merged them together. His was written first, so I had to merge your's into his, instead of the other way around.

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I agree with you on point 1 and 2 but 3 not so sure buddy, your telling us that any player who stays at enemy base for approximately 20 ot 25 secs will have to face enemy tanks with (special protection against campers), like what if your teammates are few and the only option for enemy team is too stay at your base like blood thirsty hunters but they have to face this new protection then again they will complain especially firebird, freeze, hammer and isida (close or mid range) users. 

7 hours ago, DieselPlatinum said:

As you may know, the newly released spawn protection is a solution to the spawn killing exploit that has plagued the game over the years. However there are some flaws to it which I would like to fix.

 

1) apparently freeze can still freeze the player and hornet can ignore the protection. So those extensions to their abilities should be removed.

 

2) it is hard to tell between players who just respawned and who has been alive for awhile. So that why a visual indicator would be useful here, and it should be a dome like shield. I understand that mid and long ranged weapons will just wait then fire. So the indicator should have a max range limit for how far it can be seen, lik maybe 60-70 metres.

 

3) it doesn't discriminate, which causes a problem for those who stay in the enemy base for no more than  10-15 seconds, while still not being effective enough to deter spawn camping. So when a player stays in the enemy base for more than 20-25 seconds, then that would become spawn camping and all the enemies (no matter where they are on the map) would have forever protection against that one player (which also extends to impact force) until that player either leaves the enemy base or dies. 

As for the player that didn't stay in enemy base any more than 10-15 seconds, they should special perks against the respawned enemy over spawn campers:

 

 · Being able to knock them off aim.

 ·Being able to block their route.

 · Their hits not damaging them.

 

These changes would make the spawn protection feature more efficient against spawn killers.

 

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11 hours ago, REPLICATOR said:

I agree with you on point 1 and 2 but 3 not so sure buddy, your telling us that any player who stays at enemy base for approximately 20 ot 25 secs will have to face enemy tanks with (special protection against campers), like what if your teammates are few and the only option for enemy team is too stay at your base like blood thirsty hunters but they have to face this new protection then again they will complain especially firebird, freeze, hammer and isida (close or mid range) users. 

 

The longer a player stays in an enemy base without being killed, the more they'll want to start spawn killing.  No. 3 is supposed to deter from that that behavior. Besides there'll be a lot of enemies roaming around.

12 hours ago, Mr.Nibbles said:

Both your idea and Pepsi_Man's are remotely similar, in that they discuss Spawn Damage protection, so I merged them together. His was written first, so I had to merge your's into his, instead of the other way around.

At least let the devs hear about my idea.

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So what determines where the "base" is?  

 

On small maps like Sandbox where exactly can you "set up" without incurring a penalty?  Cap-spots are pretty close to the raised platform...

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On 12/29/2019 at 7:02 PM, Given said:

Visuals would completely ruin it. You're telling the spawn-killer when the tank is ready to be shot. If a Shaft user knows when to shoot and kill the newly spawned enemy, that would still be spawn killing. 

With the ghost mode plus the temporary protection there is enough time to hide. Your comment is the prefect example of why this temporary protection is usless and do not solve anything as player will still ask for more protection. The feature is not to remove all of it, but to reduce the occurrence IMO. It give an additional time to react that is all. If your opponent is strong your death is only delayed.

With the quick removal of the dead tank corps update this is the second worse ipdate regarding spawning.

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9 hours ago, Viking4s said:

With the ghost mode plus the temporary protection there is enough time to hide. Your comment is the pwrdecr example of why this temporary protection is usless and do not solve anything as player will still ask for more protection. The feature is not to remove all of it, but to reduce the occurrence IMO. It give an additional time to react that is all. If your opponent is strong your death is only delayed.

With the quick removal of the dead tank corps update this is the second worse ipdate regarding spawning.

The temporary protection is independent of the ghost mode. Plus, spawn killing is best prevented when the whole team doesn't get boxed in its base. With the protection, the team gets a boost to fight against spawn killers camping in their base and go out and actually fight a battle. So, I disagree, this really is a good update.

Didn't understand how my comment was a "pwrdecr" example...

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On ‎12‎/‎29‎/‎2019 at 1:02 PM, Given said:

Visuals would completely ruin it. You're telling the spawn-killer when the tank is ready to be shot. If a Shaft user knows when to shoot and kill the newly spawned enemy, that would still be spawn killing. 

I agree that visuals would ruin a lot of it, and Shafts would get a big advantage. I like to try to sneak towards enemies without them seeing me right away, and this would make tanks easier to spot.

But this is needed for players to understand why they are not doing damage, and to stop shooting. So this dome should only be visible to players that would have already done damage, not to an enemy across the map.

What do you think?

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2 minutes ago, ILiveOnTheChatBox123 said:

I agree that visuals would ruin a lot of it, and Shafts would get a big advantage. I like to try to sneak towards enemies without them seeing me right away, and this would make tanks easier to spot.

But this is needed for players to understand why they are not doing damage, and to stop shooting. So this dome should only be visible to players that would have already done damage, not to an enemy across the map.

What do you think?

Or just have a max range limit of where it's visible.

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5 minutes ago, DieselPlatinum said:

Or just have a max range limit of where it's visible.

Your suggestion makes sense, but if someone hits you from far they should be able to see the dome, but it shouldn't be a problem sneaking up on an enemy close-by, so I prefer my version.

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On 1/2/2020 at 6:24 PM, DieselPlatinum said:

As you may know, the newly released spawn protection is a solution to the spawn killing exploit that has plagued the game over the years. However there are some flaws to it which I would like to fix.

 

1) apparently freeze can still freeze the player and hornet can ignore the protection. So those extensions to their abilities should be removed.

 

 

The hunter OD ignores the protection as well which really goes against the point of the protection.

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