a spawntimer and locked team function gives comp. games a boost…!!!
or not?
“They planted the C4 charge, disarm it!”
“Ok team I spawn engi hold on, I’ll get it done in no time!”
Respawn
29secs
“FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU!”
[ul]
[li]
[/li][li]A respawn timer is so desperately needed, because without everything is just based on luck.
[/li][/ul]
A respawn timer is so desperately needed, because without everything is just based on luck.
+1
Had this on waterloo yesterday… OK GUYS, ALL FALL BACK, SELFKILL ENGI BLABLA
meme
25 seconds respawn
Maybe don’t selfkill or ask a teammate that’s dead what the spawntimer is on? Maybe they don’t want you to selfkill anymore?
its also useful for medic ,so he know if he should revive you or not.because often its the better choice to tab out 2 sec before respawn
Trainyard
Is a luck map for comp due to
[ul]
[li]the missing possibility to spawn back[/li][li]the missing spawn timer so you can easily catch full on the first obj and lose 2 objs in a row (the whole map with just 1 bad spawn!)[/li][li]the very short distance between the first and second obj[/li][/ul]
Attackers can arrive before the defenders at the 2nd obj, which should be never the case on any of the maps. Same applies for Camden’s last obj.
[QUOTE=Rex;478347]Trainyard
Is a luck map for comp due to
[ul]
[li]the missing possibility to spawn back[/li][li]the missing spawn timer so you can easily catch full on the first obj and lose 2 objs in a row (the whole map with just 1 bad spawn!)[/li][li]the very short distance between the first and second obj[/li][/ul]
Attackers can arrive before the defenders at the 2nd obj, which should be never the case on any of the maps. Same applies for Camden’s last obj.[/QUOTE]
+1!!!
We absolutely need a spawntimer!!! But thats nothing New to SD we keep in saying this since january 
Is it really so complicated to place a small timer anywhere? -_____-
It’s not complicated it’s just not a very high priority zer0. I think they wanna improve the rats and pigeons first !!! 
I hope SD/Nexon focus on the real issues right now. After they fixed them, they should put real effort on the comp game side. and then they should invite beta players. I said it already, but I say it again: I have the feeling that someone wants to push the game way too early to the broad public.
[QUOTE=Rex;478347]Trainyard
Is a luck map for comp due to
[ul]
[li]the missing possibility to spawn back[/li][li]the missing spawn timer so you can easily catch full on the first obj and lose 2 objs in a row (the whole map with just 1 bad spawn!)[/li][li]the very short distance between the first and second obj[/li][/ul]
Attackers can arrive before the defenders at the 2nd obj, which should be never the case on any of the maps. Same applies for Camden’s last obj.[/QUOTE]
Even with a spawntimer, it’s still possible for the attackers to be at 2nd objective before defenders. The controls are too accessible right now. 2 people can hack it in less than a spawnwave. Think of it like attacking mining laser on Salvage after getting a nice spawn and forcing your oppo to a bad spawn.
Pro tactics: Kill majority/all of enemy team near their spawn, push 3 players towards the 1st defender’s spawn, have 2 players hack the console.
[ul]
[li]The ‘ready up system’ needs either a rework or a fix (if it’s a bug). Sometimes it shows 0/5 players, although 10 are on the server and so on. You never know exactly when the match will start.[/li] Also the state of being ready or not should be clearly displayed on the scoreboard.
[li]Time before the match starts should be 15sec (and don’t make it grey please, I like colours!)[/li][/ul]
[QUOTE=Rex;483213][ul]
[li]The ‘ready up system’ needs either a rework or a fix (if it’s a bug). Sometimes it shows 0/5 players, although 10 are on the server and so on. You never know exactly when the match will start.[/li] Also the state of being ready or not should be clearly displayed on the scoreboard.
[li]Time before the match starts should be 15sec (and don’t make it grey please, I like colours!)[/li][/ul][/QUOTE]
I think the ready % isn’t at 100% on the servers. It was fine pre-Nexon move iirc. Ready status is pretty clear already, at least to me.
[QUOTE=Rex;483213][ul]
[li]The ‘ready up system’ needs either a rework or a fix (if it’s a bug). Sometimes it shows 0/5 players, although 10 are on the server and so on. You never know exactly when the match will start.[/li][/ul][/QUOTE]
As far as I’m aware the first number is the amount of players that’s ready and the second number the amount of ready people that’s required to start the match. So the ready percentage is 50% of the total players on the server.
Trainyard:
The fences on the first objective to prevent players from running through is a good improvement, but you can still rush through and plant the objective before the defenders even arrive (with bad spawn for defenders).
Two suggestions to fix this:
[ul]
[li]Delay for the fences to open, like ~20secs
[/li][li]Selectable spawnpoints, possibility to spawn back
[/li][/ul]
[QUOTE=Rex;484980]Trainyard:
The fences on the first objective to prevent players from running through is a good improvement, but you can still rush through and plant the objective before the defenders even arrive (with bad spawn for defenders).
Two suggestions to fix this:
[ul]
[li]Delay for the fences to open, like ~20secs[/li][li]Selectable spawnpoints, possibility to spawn back[/li][/ul][/QUOTE]
and make a hack longer? but with less ‘unhack’-regress.
hacking((i mostly mean multihack)) takes about 5 seconds - much longer than spawn-time
and unhack takes about several seconds
so this more like do it or forget it. more like lottery.
Feedback to various comments in this thread:
[ul]
[li]Proper spawn timer is coming very soon
[/li][li]The travel times between spawns and objective 2 is actually about right
[/li][li]That said we have some issues with how random the spawns can be (which leads to attackers sometimes beating defenders to the area), we’re planning to fix this
[/li][li]We’re also planning to try moving some of the spawns on this map to make it more balanced, particularly first defender spawn
[/li][li]Once we has spawns working better, as well as spawn waves, we’ll adjust things like the hack timer so that it makes more sense. We want to avoid these 5-man uber-hacks too
[/li][li]We’d still like to prototype a ‘max speed’ for objective completions. Currently it is uncapped meaning five Engineers would go at crazy speed. I’m hoping we can set a cap that ensures hack stacks and similar aren’t effective, the team should really be covering 1-2 folks who are doing the objective, not all joining in.
[/li][/ul]
[QUOTE=Anti;485004]Feedback to various comments in this thread:
[ul]
[li]Proper spawn timer is coming very soon[/li][li]The travel times between spawns and objective 2 is actually about right[/li][li]That said we have some issues with how random the spawns can be (which leads to attackers sometimes beating defenders to the area), we’re planning to fix this[/li][li]We’re also planning to try moving some of the spawns on this map to make it more balanced, particularly first defender spawn[/li][li]Once we has spawns working better, as well as spawn waves, we’ll adjust things like the hack timer so that it makes more sense. We want to avoid these 5-man uber-hacks too[/li][li]We’d still like to prototype a ‘max speed’ for objective completions. Currently it is uncapped meaning five Engineers would go at crazy speed. I’m hoping we can set a cap that ensures hack stacks and similar aren’t effective, the team should really be covering 1-2 folks who are doing the objective, not all joining in. [/li][/ul][/QUOTE]
Nice! Can’t wait for this, good news!
But I like rex’s ideas too, like selectable spawnpoints and possibility to spawn back, and not only for this map, this could bring different strategies to defense.