Hi guys,
I’ve been playing Dirty Bomb for a few weeks now, I’ll try to share my thoughts and ideas over the coming time.
In this topic I want to highlight the spawning system, something that I think is a big flaw right now.
Why is this system bad?
In competitive games randomness should always be avoided.
With this spawning system you cannot know how long it’s going to take before you respawn. While this isn’t the worst thing in the world considering the low spawntimes,
I think the spawntimers in Wolfenstein:ET added a whole new level of strategy and decision-making.
Knowing when to push out for and killing yourself to respawn quickly, or killing someone while he has a “fullspawn timer” can change the dynamic of the game.
You can make better decisions, knowing when you can expect the guy you just killed to be back. Keeping track of spawntimers of yourself and the enemy, was a skilful but rewarding mechanic
But simply adding it would bring a few problems.
First of all the respawntimers are too low for this to be successful.
I yet again want to take a look at Wolfenstein:ET and their (in my opinion) perfect spawning system.
Spawntimers are a lot longer. (around 20-30 on average)
Defenders usually have a longer spawntime so the offensive team can really break through a defense when they kill a few people on a long spawntime.
This is a delicate balance thing, so i wont go in to too much detail.
Less ammo.
Pushing out for a selfkill was useful for respawning with full ammo.
In Dirty Bomb however, you spawn with so much ammo and the Field ops can resupply this with only 1 ammo pack.
This encourages passive play, and camping one spot with and endless amount of ammo.
TL;DR
Remove this spawning system, replace it with the Wolfenstein:ET one.
Adds depth, strategy and ice-cream.
I’ve seen this subject fly around in the forum, but I wanted to explain it a bit better.
Ofcourse these are my thoughts, feel free to disagree or discuss.
~Musashiii
