[QUOTE=BAMFana;494769]And yet somehow, miraculously, Dota 2 and LoL manage to have not only individual spawns, but also up to 60 seconds or longer spawn times without teamwork or “boring” being a problem.
Being punished for dying is a good thing. When death doesn’t matter, neither does life. Wave spawns don’t actually improve “teamwork”. All it accomplishes is creating lemming trails of players who never learn to think for themselves. Combine that with fast spawns and you have a recipe for braindead meatgrind gaming[/QUOTE]
Really can’t agree with that. The comparison with dota is pointless imo, the gameplay is totally different and the way you play as a team also. Games of dota are 35 40min long average while a round in Xt is 10min average.
Think about what you say. Imagine for a sec that you kill the whole enemy team then 4 players wait at their spawn and instantly kill the players when they respawn one by one while 1 inge can do all the objectives. Ok, that’s a really specific situation but that would suck.
If you loose an obj, you must be able to fall back or selfkill to regroup with your teamates at the next wave. If people keep respawning every x second after they are dead, it would be total chaos and really hard to set up decent defenses positions or decent pushes. You could be overwhelmed by one full team rush if you can’t get your 5 players in position at the same time.
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Knowing the enemy spawntime must be something you earn, which will allow you to time your pushes to give as much full spawns as you can. For defenders, it allow them to be really agressive when there is like 5sec before respawn and then /kill. That way they can respawn and retake their position.
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It allow as I said in another post spectacular moves with air stikes, arty, nades, etc… when you time correctly their respwan.
It just make the gameplay and the teamplay deeper and even more important, it add a timing aspect which is really good. Without that you’ll just have 5 players all thinking for themselves : how can I be as efficient as I can. And really this is not teamplay. I don’t say that it doesn’t require brain or skill but it does not encourage teamplay. It encourage players to try to avoid dying as much as possible but that’s not the point. The point is to defend the objective or destroy it.
It’s kind of hard to explain how spawn waves affect the gameplay in a really really interesting way if you haven’t played a game like ET/RTCW though. I get what you say by thinking for yourself but you need to think for the objective before thinking for yourself. Dawn if you had seen “idle^night” playing ET you’ll understand what I am trying to explain.