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1) I suggest to change the duration of zero damage depending on the size of the map
   Zero damage has the same duration regardless of map or mode (with the exception of DM), because of this, on small maps, invulnerability from respawn gives too much advantage, allowing you to drive about half of the map without taking any damage.
2) I suggest to remove zero damage at high ranks
   For beginners at low ranks, zero damage is extremely useful, giving them time to orient themselves in battle and helping them get used to the pace of battle faster. Having reached a high rank, the player should already be trained in the basics of the game, and therefore there should not be a serious need for zero damage.

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On 12/19/2022 at 10:00 PM, Bullock69 said:

2) I suggest to remove zero damage at high ranks
   For beginners at low ranks, zero damage is extremely useful, giving them time to orient themselves in battle and helping them get used to the pace of battle faster. Having reached a high rank, the player should already be trained in the basics of the game, and therefore there should not be a serious need for zero damage.

please no, i dont want to be spawn-killed

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On 12/19/2022 at 9:30 PM, Bullock69 said:

Having reached a high rank, the player should already be trained

Yea he should be trained to be  spawn killed by thunder vaccum shells

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On 12/21/2022 at 2:38 PM, XD_PRO said:

Yea he should be trained to be  spawn killed by thunder vaccum shells

From the latest patch you have the option to set supply auto-activation, just use DA. If you mentioned it, it's a problem with op augments, isn't it? You can be one shotted in the same way outside your base.

Edited by Bullock69
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On 12/21/2022 at 3:29 PM, Bullock69 said:

From the latest patch you have the option to set supply auto-activation, just use DA. If you mentioned it, it's a problem with op augments, isn't it? 

Removing the zero damage will have a negative effect :

1. You will get spawn killed 

2. In tdm if blue team is dominating and then red will get spawn killed. And they will leave the battle. And this is going to applied to all battles.. No one will play for losing team 

3. Melee turrets will dominate 

Zero damage really helps to counter enemy team, also it's not a disadvantage because you and your opponent both get equal time of zero damage. 

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On 12/21/2022 at 3:41 PM, XD_PRO said:

Removing the zero damage will have a negative effect :

1. You will get spawn killed 

2. In tdm if blue team is dominating and then red will get spawn killed. And they will leave the battle. And this is going to applied to all battles.. No one will play for losing team 

3. Melee turrets will dominate 

Zero damage really helps to counter enemy team, also it's not a disadvantage because you and your opponent both get equal time of zero damage. 

if not remove it at all, then they should reduce it to a reasonable value.

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On 12/21/2022 at 11:38 AM, XD_PRO said:

Yea he should be trained to be  spawn killed by thunder vaccum shells

If you think 3 second or whatever we have now protection is going to save you from Braindead Shells vacuum then you just don't play the game and should not be discussing this topic.

On 12/21/2022 at 12:41 PM, XD_PRO said:

Removing the zero damage will have a negative effect :

1. You will get spawn killed 

2. In tdm if blue team is dominating and then red will get spawn killed. And they will leave the battle. And this is going to applied to all battles.. No one will play for losing team 

3. Melee turrets will dominate 

Zero damage really helps to counter enemy team, also it's not a disadvantage because you and your opponent both get equal time of zero damage. 

1. Now you get spawned killed but you can take off 1% of enemies HP and just waste everyones time. nothing changes...

2. Losing team leaves the battle? The protection can be 1 year and losing team will still quit it has nothing to do with protections. Hazel told about adding bonus every match you play WITHOUT leaving. waiting for that idea... its been like a year... still waiting... any time now!

3. Nerf them to what they were  before spawn prot was added. Simple. i don't remember dominating with M3 firebird or isida at legends rank before spawn prot was implemented. 

4. It is a disadvantage for the enemy! the amount of time i tried to kill a noob who has no idea where he is because he had spawn prot and i could do nothing for couple seconds is way too high. He then kills me ofc

The idea here is good. Up to WO1 or something you have spawn prot after that no spawn prot.

Edited by Kimura
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I really don't like how this is going. In my opinion, this is important, but it needs to be improved; the enemy is immune to damage but can kill you in that short period even though he is inferior to you, this is unfair, so I think it's fair to keep the protection but disable the ability to cause damage during those seconds of; reasonable, no?

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On 12/21/2022 at 9:26 PM, PirateSpider said:

How small are we talking? Is it like sandbox and cross sized?

yes and even polygon. this is especially noticeable when using the crisis or trickster.

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I am all for spawn protection going away at higher ranks, especially in cap games.  I can't imagine how many times I've killed someone going for the flag, they respawn before I'm able to pull, and I am not able to survive the invincible respawned enemy.  This is major reason why speed drones (Trickster and Crisis) are so important in these modes.

Other options would be

  • not allowing player to attack while under spawn protection
  • spawn protection ends when the user takes some action (shoots, moves, turns, scopes, etc.)
  • increase respawn time to increase penalty for dying
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I agree with the idea, spawn immunity should be removed from all ranks. Or at least you can't shoot / move 10% of the map. It's abused as is

Also it can be seen from another angle that it hurts F2P players, as others mentioned you have to play with Trickster/Crisis to capture the flags.

On 12/21/2022 at 11:32 AM, DragonKnight said:

please no, i dont want to be spawn-killed

Your most used equipment are attacking equipment, don't know how you care about spawn-killing

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On 12/22/2022 at 2:52 AM, DaringDeer said:

I can't imagine how many times I've killed someone going for the flag, they respawn before I'm able to pull, and I am not able to survive the invincible respawned enemy

My biggest issue with spawn protection is that it doesn't work without a dedicated spawn room. If all maps had a separate spawn area, then indeed it would be logical to have spawn protection, so that enemies can't just come in and, well, camp the spawn. But in Tanki, enemy tanks spawn all over the place, so you could be playing the game normally, and all of a sudden you have an invincible enemy spawning in front of you, and there's nothing you can do about it.

On 12/22/2022 at 2:52 AM, DaringDeer said:

not allowing player to attack while under spawn protection

Disagree with the rest of your points, but this one is valid. I'd also like to add that protection should be removed if the tank moves a certain discance away from spawn, regardless of map size (to keep implementation simple). But, to compensate, default duration of spawn protection should be increased.

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I would love to see the invincibly while shooting trash go away.

There are two sets of "i frames" and the SECOND set of i frames where the tank is solid should just go away.

We should be allowed to put supplies on during the FIRST set of i frames where the tank is not solid, but not shoot or not move too far or at all.

 

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I think this idea is nonsense. All you have to do is use your brain... instead of killing the enemies, just weaken and apply negative status effects to them right before your team mates go in to grab the flag... that way the enemies only die right when they're needed to defend and their flag would be long gone by the time they respawn. 

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