Are The Big Spawn Areas Intended?


(Black) #1

Specifically on the maps terminal and bridge, the attackers spawn seems to be so big. Why?
Is it supposed to make it so attackers don’t get into battle fast?

Looking at the maps the red area I circled is where gun fights very rarely happen unless the team decides to spawn kill.
Shouldn’t they spawn in the blue dots?

Is this intended?


(N8o) #2

I am going to take a leap here, but I am assuming that something as important as spawns was intended to be like this. But the spawns are also quite isolated based on where you have control of (terminal’s forward spawn as an example). Everyone seems to spawn within a few feet of each other.


(Adam) #3

My best guess is it’s to help against spawn camping. Since the attackers are obj focused, the def tend to kill more than the atk. I would assume it gives the atk more room to wiggle.


(Mister__Wiggles) #4

Spawn timers are different for Attackers and Defenders, im not sure of the exact times for either side but I know they differ. Maybe the reason for the longer runs to the first objective.


(XavienX) #5

But honestly, it really doesn’t help when you’re going against no lifes who are like level 60 lol.


(JesseKomm) #6

Are you sure about that? I’m pretty sure the spawn time is tied to the server(It’s beside the game clock) this allows you to be strategic and understand exactly when your enemy will be spawning and predict their path(Helps when you’re flanking otherwise you could be caught by someone that just came back and ruin everything).


(Mister__Wiggles) #7

@JesseKomm
Im pretty sure I heard as much in a comp stream before, I could be mistaken though and probably am but Im pretty confident thats what I heard.

Edit: You are right, there is no difference. Im 100% sure I heard someone mention this though, it was on one of the dirty cups streams. I must have misheard it, my bad! I guess OP does have a fair point in that case, although on bridge you can get to the EV about the same time as the defenders. If the attackers move right though and go through the 2 story building you can usually drop out the window just about the perfect time to get in behind them before they set up in the EV.

Double Edit: It appears that the Underground map resembles a penis, I can’t unseen this now…http://i.imgur.com/m4BHU4d.jpg


(SteelMailbox) #8

Thanks wiggles for making me picture fighting inside a dick when playing underground


#9

Yes, it is indeed intentional.
The large empty areas give developers the ability to move spawnpoints closer to or further away from the objectives on the fly without having to remodel the entire map.


(Ghosthree3) #10

They’re matched in stopwatch, in objective mode they’re randomly offset. Could be the same timer, could be 12s different.


(B_Montiel) #11

[quote=“steelMailbox;76829”][quote=“Mister__Wiggles;76822”]

Double Edit: It appears that the Underground map resembles a penis, I can’t unseen this now…http://i.imgur.com/m4BHU4d.jpg
[/quote]

Thanks wiggles for making me picture fighting inside a dick when playing underground[/quote]

And I guess you never thought about the big flush at the end of the map !


(SteelMailbox) #12

[quote=“B. Montiel;77031”][quote=“steelMailbox;76829”][quote=“Mister__Wiggles;76822”]

Double Edit: It appears that the Underground map resembles a penis, I can’t unseen this now…http://i.imgur.com/m4BHU4d.jpg
[/quote]

Thanks wiggles for making me picture fighting inside a dick when playing underground[/quote]

And I guess you never thought about the big flush at the end of the map ![/quote]

Ah FFS!


(Black) #13

null
lol underground is a weird map anyway.


(frolicsomeCrane) #14

Only spawn I have an issue with is the spawn the attackers get on the last segment of Trainyard. It’s a way too big walking distance.


(Glot) #15

in a wave-based spawn system there should be some travel time to the actual fighting place.


(Amerika) #16

Spawn timers in Stopwatch mode are exactly the same for both Attackers and Defenders. So when your guys spawn theirs spawn. Which make spawn nading in Stopwatch ridiculous so IMO it needs to be offset enough to make sure you can’t easily do that. It’s too big of a factor in competitive at times and it’s highly annoying in pubs when a good player decides to spawn nade based on time (hidden airstrikes are ridiculous).

Objective has varying spawn times based on where you are at on the map. They do this as a balancing mechanism to give offense and defense a similar chance of winning since it would suck if Offense or Defense was pretty much always guaranteed to win. Stopwatch is more heavily balanced towards the attackers as setting a time and then having the other team beat it is more interesting than potential stalemates.


(Black) #17

Spawn timers in Stopwatch mode are exactly the same for both Attackers and Defenders. So when your guys spawn theirs spawn. Which make spawn nading in Stopwatch ridiculous so IMO it needs to be offset enough to make sure you can’t easily do that. It’s too big of a factor in competitive at times and it’s highly annoying in pubs when a good player decides to spawn nade based on time (hidden airstrikes are ridiculous).

Objective has varying spawn times based on where you are at on the map. They do this as a balancing mechanism to give offense and defense a similar chance of winning since it would suck if Offense or Defense was pretty much always guaranteed to win. Stopwatch is more heavily balanced towards the attackers as setting a time and then having the other team beat it is more interesting than potential stalemates.[/quote]

I’d like to touch on spawn nading because if the team is not careful enough they can very well get aced by a airstrike if timed correctly.

Especially on maps where the spawn forces the team to go bunch up in one area such as in the last spawn for defenders on chapel.

I’ve gotten an ace several times on chapel just from looking at the spawn timers.
It’s kind of ridiculous for this to be possible.


(kopyright) #18

You should definitely go see a doctor… :stuck_out_tongue:


(Litego) #19

Well if they moved the spawns closer to the action they’d have to increase the respawn timer for the offence in order to maintain balance. An issue that would occur then is that the spawn is so close to the objective that it is much easier for the defense to spawn trap them. The offence would also have fewer routes to the objective, less chance to throw the enemy off or flank them.

I don’t know about you, but I prefer to be making my way for a flank instead of waiting an extra 10 seconds for a respawn inside a spawn trap.