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Spawn immunity


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This has been extented for 6 seconds....bad change!

It heavily faviours campers....if someone with a melee turret had the balls to get into o the enemies nest, they deserve to feast upon their entrails!!! Instead it's an instant death 75% dead by the time any spawn immunity wears off from some random joker respawning. 

I get  you  want a chance to take cover against snipers.....but it has the opposite effect and really hinders the melee turrets.when you finaly show up to what should be a feast.

Maybe a long range immunity would make more sense.  

6 second spanwn immunity to all range weapons (including tesla cuz it has the opiton to camp and fire) 

  3 seconds?  immunity to all  melee weapons (fire, freeze, isida)  as they cannot be utilized from a sheltered location) 

 

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I agree spawn immunity needs a rework, but not with the way you suggested.

I think it should last only for 3 seconds  OR  disappear after any shot or moving for more like than 20m

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On 11/25/2021 at 2:59 AM, Damage45854 said:

6 second spanwn immunity to all range weapons (including tesla cuz it has the opiton to camp and fire) 

  3 seconds?  immunity to all  melee weapons (fire, freeze, isida)  as they cannot be utilized from a sheltered location) 

I don't see how this would solve any current issue. With the exception of maybe some Shafts and Magnums, ranged weapons also regularly rush the enemy base and attack using light hulls. On the other hand, no one likes to get spawn-camped, so the long spawn protection does help against that.

You mentioned a melee turret breaking into the enemy base and "feasting upon entrails" of campers. Well, if the campers are already camping in their position, then they won't have any spawn protection and you can kill them all.

The only issue I have with current spawn protection is the lack of an indicator from a distance, so it's annoying to shoot a far away enemy only to end up dealing zero damage because they had spawn protection, which you had no way of knowing.

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Here's is an interesting idea.

I say spawn immunity should remain for 6 seconds however it will last only when you are stationary after the respawn. In that 6 sec, you can move your turret to see everywhere but the second you move your hull OR you shoot your turret, aka (Press spacebar or Left-Mouse click), your spawn immunity should immediately be cancelled.

This way you can not get a K/D of 0.000001 when the enemy team is camping in your base and will make it harder for your enemies to decide whether they should wait 6 sec for you or go after someone else. After all they are running out of supplies ???

Note: In that 6 sec spawn immunity, if someone (your teammate or your enemy) pushes your tank then your spawn immunity will not be over.

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I saw the topic name and got goosebumps...

Who in the whole wide world would want to be immune to spawning?  

Spoiler

On a serious note, I think 3 seconds is too less and 6 seconds is too much - perhaps 4 or 5 seconds will work better...

 

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