Jump to content
EN
Play

Forum

My changes to spawn protection. Discussion


 Share

Recommended Posts

I made a post with my own ideas in what should be changed in the new spawn protection system. 

some mod merged it into an inferior version of the idea. And I worked my brain off to come up with these changes so it at least deserves its own discussion topic.

 

So should my version of the change be added? And why?

Share this post


Link to post
Share on other sites

Since it's a suggestion for a recent change, I'd suggest it to be posted in the news topic instead. Oh wait, we don't have one

Yeah I guess this one stays.

  • Like 2

Share this post


Link to post
Share on other sites

7 minutes ago, Maf said:

Since it's a suggestion for a recent change, I'd suggest it to be posted in the news topic instead. Oh wait, we don't have one

Yeah I guess this one stays.

Why don't we have one though? The RU, PL and DE Forums have the topic. Kinda strange, don't ya think?

Share this post


Link to post
Share on other sites

1 hour ago, TheCongoSpider said:

Why don't we have one though? The RU, PL and DE Forums have the topic. Kinda strange, don't ya think?

Maybe the EN CM was too lazy to post it as an announcement.

  • Like 1

Share this post


Link to post
Share on other sites

I liked it, though strike subsection 3. The best updates are the those that are the simplest and the most effective. Removing freeze and hornet advantages are simple and good solutions. But having a complex system of who gets advantages and what advantages they get if they do a specific thing is too complicated to follow and understand in a game. 

Share this post


Link to post
Share on other sites

3 hours ago, TheCongoSpider said:

Why don't we have one though? The RU, PL and DE Forums have the topic. Kinda strange, don't ya think?

I think there was a misunderstanding and the topic ended up being lost. And it's a bit late to post one now.

Share this post


Link to post
Share on other sites

yeah kinda like the mobile game Brawl Stars, it would be interesting to see a little bubble shield dome thing around us when we spawn so we know if we or the enemy is in spawn protection.

  • Like 1

Share this post


Link to post
Share on other sites

Better than give spawn protection, it would be nice if it were difficult for players to hang out in enemy base. Absolutely thats a legitimate strategy, but in some maps the defender spawn so far apart that you can spawn in to face two drugged up enemies

Share this post


Link to post
Share on other sites

I think the current solution is more feasible. It would be nicer to differentiate between the spawn 'campers' and 'attackers' but on the implementation side it's really not a simple thing and will create other problems (e.g you can measure it by the distance of a player from enemy base along with the time spent) it will have more side-effects than perks.

 

Visibility of newly spawned players is somewhat debatable.  In my opinion, the current solution with invisibility is better since it's harder to determine when someone can shoot you exactly. If you've played XP/BP before, you must be aware  that when you kill someone near their base and they spawn again, you can tell 'when to fire' within the precision of a sec and it matters a lot if you land the first hit, so if you apply the visibility to tell 'when to fire' and 'when not to fire' then it will help spawn killers a lot.

  • Like 1

Share this post


Link to post
Share on other sites

Today I played an assault battle and seveal time I hit their base as tanks were respawning...made scoring very difficult. Assault is already difficult for the attacking team

Share this post


Link to post
Share on other sites

51 minutes ago, iWillHealYou said:

I think the current solution is more feasible. It would be nicer to differentiate between the spawn 'campers' and 'attackers' but on the implementation side it's really not a simple thing and will create other problems (e.g you can measure it by the distance of a player from enemy base along with the time spent) it will have more side-effects than perks.

 

Visibility of newly spawned players is somewhat debatable.  In my opinion, the current solution with invisibility is better since it's harder to determine when someone can shoot you exactly. If you've played XP/BP before, you must be aware  that when you kill someone near their base and they spawn again, you can tell 'when to fire' within the precision of a sec and it matters a lot if you land the first hit, so if you apply the visibility to tell 'when to fire' and 'when not to fire' then it will help spawn killers a lot.

I get that coding isn't a skill that one is just given but one that requires lots of work and time. But these devs are skilled programmers. So implementing my suggestions to them shouldn't be any harder than baking a cake.

 

Besides these devs have released features that were much more pointless, like siege mode, Hyperion drone, archipelago map, challenges, Gauss turret (all it did was add to exploiters arsenal of exploits).

Share this post


Link to post
Share on other sites

tbh coming to think of it the devs could have increased the "ghost" phase, it would have achieved the same affect. 

Share this post


Link to post
Share on other sites

16 minutes ago, SamGamgee55 said:

tbh coming to think of it the devs could have increased the "ghost" phase, it would have achieved the same affect. 

Then you wouldn't be able to shoot that one flag stealer who just went behind that building because you were still stuck in ghost mode. 

  • Like 3

Share this post


Link to post
Share on other sites

 Share

×
×
  • Create New...