[QUOTE=Szakalot;528023]Im not convinced that this is the case. It will definitely make regrouping harder too do, as you cant just tap out as a team everytime clock approaches 0. A SW game in which regrouping has to be done by actually falling back to your teammates would be an interesting take on things, esp. considering how fragger would have a hard time running away from the charging proxies:wink:
I just think that once /kill meta got established in ET, it got a little TOO easy to regroup as a team, and the game didnt punish you much for charging enemy spawn with a 4 sec nade, or making a positional mistake.
Seflkilling definitely adds a layer of skill, etc. to the game. But other approaches to spawnwaves could add a layer of skill as well, Im particularly a fan of Pixels take on waves being set by the first teammate dying. I believe you were a part of the discussion in the suicides thread.
Im happy to be able to see past the pissing contest, cause man, it POURED:tongue:
Trust me, I understand how ET SW works, with /kill when it suits you, pushing the enemy to catch them on fullspawn, regrouping, trying to punish the enemy for /kill by nice spawncamp etc. I played more than my share of all three SW games, even though there wasnt nearly as much /kill in QW 6v6, mostly due to vehicles though.
This is a new game however, and I dont necessarily think that the exact same format that has been used for over a decade has to be copied over Dirty Bomb, which - after all - tries to be something new.
At least we both agree that symmetrical 30/30 spawns are ****, right?
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Every spawncycle system is going to have its own problems, there is no perfect fix. It can become RNG factors, both teams always same, ET system also wasn’t perfect, pixels system potentially creates a meta fixed on getting the first kill which in turn only enhances the importance of Fragger which everyone is already complaining about. The current 30/30 system is arguably broken, but on its own also in a weirdly fair way(not that I think this is the best option) to balance it out as long as teams are about the same distance from objectives(though I would suggest defenders to be able to get their quicker if this remains the spawn system, if defenders are closer to obj it atleast takes away part of the ‘kill defenders completely and push obj after cuz they cant get to obj fast anyway’) On CF lately there has been a discussion about having 21/30 spawntimes opposed to its old 20/30 which I disliked at the start due to its randomness but its actually a decent system where the spawntimes almost never line up, meaning that the whole ‘kill them on full with low risk’ becomes a lot less potent. Might be a decent variation on ET’s system that could work for DB.