Question regarding Spawn Waves


(watsyurdeal) #1

Should spawn waves be every x seconds? Or should they start only when one member of the team has gone down?

Here’s how I imagine it

  1. A player gets downed, after 2 seconds, a spawn wave counter starts.
  2. Getting revived and being alive for than 2 seconds, stops the counter
  3. This is a global counter, so if all team mates are alive, there is no spawn wave inbound, if someone is dies, it begins.

The goal of this change is to actually reward players for getting picks, cause currently the game’s balance falls apart when there’s more than 7 per team


(Laionidas) #2

The main thing is player should be able to reject revives. Of course, we currently have the “K to tap out”, but that only works prior to being revived. Now that spawn wave intervals have been increased, this not longer suffices.

Example: 5 seconds left on spawn counter >>> die >>> get revived on line of fire before having been able to press “K” >>> die instantly again >>> wait 25 seconds.


(Amerika) #3

Let’s point out the elephant in the room. Especially in regards to pubs. A ton of people would hang back and do nothing so they didn’t die at the start so they got a full timer. I plan a lot of my more aggressive attacks based on the amount of time left until the next spawn wave. So if I pull off something crazy then awesome and if I don’t I get an instant respawn. So my aggression goes up and down based on the spawn timer a lot of times. And this kind of mechanic would throw that off quite a bit and make me a lot more cautious and slow down the pace of the game overall for anybody else who plays like I do.


(watsyurdeal) #4

Absolutely, you could tap out if you wanted to, but I feel like the only way this system would work is if the counter started while you were down, not until you get gibbed. Cause then everyone would do their impression of a turtle.

True but on the flipside it also means it’s harder for either team to gain back momentum the more players there are.

Sure you gotta consider the time it takes to get to the objective but still, 25 seconds isn’t exactly a lot of time to kill people and plant the bomb.

I feel like it really should be changed, at least on a pub level.

Or maybe we could try adding servers with both. Idk

I keep hearing how this game is in Beta yet Splash has only reintroduced content that was once already there, I haven’t seen them try new ideas to see what happens. Like with Phantom’s second ability, or getting rid of health regen in favor of syringes we can toss to people in the absence of Medics, being able to toss a clip of our primary to someone to give them ammo, int the absence of Fire Support.

To me it seems like Splash is too afraid of doing anything crazy to see how it goes for a week.

EDIT: And just to clarify, I’m not talking about individual spawns here guys. You will still all spawn together as a team, but your counter will not start until someone goes down. So someone dies, for the next 15-20 seconds, hold that position if you think you can, otherwise you can go aggro and spawn with your team the next time they are up.


(XavienX) #5

I’m not sure how this will affect how experienced players on a team will plan their play since the spawn wave timers will be different. Unless this isn’t implemented into comp? I dunno about this idea.


(blisteringOwlNest) #6

It would be worth trying. I’m also pretty annoyed at the lack of “test weeks” or even weekends that SD are willing to do. This would be the best time, and they may stumble upon a great formula. The worst thing that could happen is people say they didn’t like it, and SD can change it. It would at least mix things up for older players.


(CCP115) #7

That’s surprisingly indepth. I’m not sure people who pub even use the span timer for anything. I don’t anymore, as I’m not even sure what the timer is telling me.

As for @Amerika being crafty with spawn timers, how many people do you think use the timer like you do?
I might start thinking like that.


(FireWorks) #8

[quote=“CCP115;149173”]That’s surprisingly indepth. I’m not sure people who pub even use the span timer for anything. I don’t anymore, as I’m not even sure what the timer is telling me.

As for @Amerika being crafty with spawn timers, how many people do you think use the timer like you do?
I might start thinking like that.[/quote]

This is a standard comp tactic. You aim to longspawn your enemies.
You can win a lot firefights and make no progress due to the defenders spawning back right in. Timing is a skill you need to develop if you aim to get better at the game.


(MarsRover) #9

[quote=“CCP115;149173”]That’s surprisingly indepth. I’m not sure people who pub even use the span timer for anything. I don’t anymore, as I’m not even sure what the timer is telling me.

As for @Amerika being crafty with spawn timers, how many people do you think use the timer like you do?
I might start thinking like that.[/quote]

You should, unless you enjoy being out of the game for 20+ seconds. It’s Dirty Bomb 101.

But yeah, not many people use this knowlegde. A lot of people try to manually pick me up right before the next wave in places that I can reach almost as fast, with full health.


(Amerika) #10

[quote=“CCP115;149173”]That’s surprisingly indepth. I’m not sure people who pub even use the span timer for anything. I don’t anymore, as I’m not even sure what the timer is telling me.

As for @Amerika being crafty with spawn timers, how many people do you think use the timer like you do?
I might start thinking like that.[/quote]

Probably anybody with competitive wolf/ET experience like myself does but those types of players aren’t super common these days. The spawn timer is what makes or breaks games and your usage of it dictates how well you do pretty often.


(BerylRdm) #11

As for @Amerika being crafty with spawn timers, how many people do you think use the timer like you do?

Well, me. Because ET.


(watsyurdeal) #12

I am bumping this again because I believe it still has relevance.

Playing today on 8v8 and 7v7 definitely screams this change.


(FerfyDerf) #13

From what I understand 7v7 and 8v8 are already looked at by the game devs as the less important gamemode, though it still makes up the most pubs. Am I wrong?