Spawn time why increase it ?


(montheponies) #41

That’s a bit simplistic - a very short spawn time, like what we have now, reduces the effectiveness of spawnwaves as there are simply more ‘spawns’ for the dead to join. If you double the defense spawntime from 15s to 30s, then more players, on average, will spawn at the same time.

The problem with the OP and a lot of others is taking one bit of this game and suggesting a tweak, believing it won’t have a significant consequence elsewhere.

On the subject of other games with this, CS 1.6, CSS and CSGO all put you out of the game for the time remaining which can be well over a minute…


(rookie1) #42

[QUOTE=montheponies;447460]

The problem with the OP and a lot of others is taking one bit of this game and suggesting a tweak, believing it won’t have a significant consequence elsewhere.
…[/QUOTE]

.Many things as to be look upon in the spawning …-rookie1



(montheponies) #43

Sorry your original post and thread title are simply asking ‘spawn time why increase it?’. Lots of experienced players have answered that question. Basically it’s not just a dumb method of penalising a player / team for getting killed.


(adhesive) #44

The spawns are so short that it promotes run and gun play, also eliminates alot of timing and team work pushes.


(rookie1) #45

I guest your not understanding whats I was explaning…so nevermind this thread ,end


(INF3RN0) #46

What about adding an option or default feature actually, where when someone is gibbed out they can view an actual kill cam replay and also all the detailed info about their death. Even more so there could be more tactical information displayed as well, where in you can view the positions of your teammates on a minimap (only displaying friendly team information) and maybe mark out the location of your death and the number of enemies that you encountered there. I just think stuff like that would help alleviate the “boredom” for impatient gamers in pub. And of course most importantly it would allow us to get those longer spawn times that are desperately required for a team/obj shooter to function. Keep what’s important and add on to it to cater to new players imo.


(mfzor) #47

Spawn times need to be massively increased, I die and I feel like I have nearly no downtime. I take out an enemy on objective and he can make 2 attempts at it before the objective explodes (c4 plant)

It is a 2x effect, there is not enough run distance between spawn -> objective and respawn rate is too fast. Increasing run distance would be difficult, but increasing spawn time is just editing a number. Test it :slight_smile:


(Mustang) #48

Slomo replay of my ragdoll flying through the air would actually be pretty cool to watch whilst waiting for respawn.


(adhesive) #49

[QUOTE=mfzor;447483]Spawn times need to be massively increased, I die and I feel like I have nearly no downtime. I take out an enemy on objective and he can make 2 attempts at it before the objective explodes (c4 plant)

It is a 2x effect, there is not enough run distance between spawn -> objective and respawn rate is too fast. Increasing run distance would be difficult, but increasing spawn time is just editing a number. Test it :)[/QUOTE]
Increasing walking distance is not the answer, i really dont want to spend my time running around. I really think they need to increase the spawn times to about 20 second or more spawn time; it has worked in the past games like wolfenstein and quakewars.


(mfzor) #50

I worded my post badly, yes I do not want them to increase walking distance only spawn time.


(Protekt1) #51

But increasing walking actually can be a solution, unless they want to have variable spawn times per a section of the map. It will probably take a combination of tweaking time and distance. They shouldn’t throw an option away just cause some people don’t like the idea of sprinting a tiny bit further.


(rookie1) #52

as time spawning and waves spawn are working together in spawning system .I found this text from a GOW Forum
Want to know what you think of this …sound very interesting …althougth i dont fully understand …you might.

Don’t reduce the spawns times. This spawning system is awful and needs a revamp.

I’d rather them add a 2nd spawn timer that’s running at the same time as the first, so that it’s 2 alternating spawning waves instead of just 1.
I.e. wave 1 is half done with its timer when wave 2 is spawning.

If you die, first you check the shorter wavetimer. If the respawn wave is non-empty (somebody else is about to spawn) and there are more then 2 secs left on the wavetimer then you can join them in the current respawning wave.

Otherwise, if the shorter wave is empty or is within 2 secs of spawning you must join the longer spawn wave instead.

This will have a few effects:
-Double how often game is able to respawn teammates together. Teams that are completely wiped will be able to spawn together quicker, giving them a chance at regaining map control.
-Increases reward for killing a player on a team with all 5 alive. If your team is getting rolled and you happen to kill a single player you can rest assured that he cannot instantly respawn. Also gives you time to think what you did wrong to get that FIFO ribbon.
-Diminish the luck factor involved in dying right before or after the timer. It’s really lame when one player respawns instantly yet another player who died at pretty much the same time must sit through the whole timer. It’s too binary.
-Encourage teammates to stick together, fight together, die together. Keeps lone wolf players from rapidly respawning on their own and feeding lives, while encouraging them to change their ways by waiting to spawn them with the group. (this only punishes people who die alone a lot)
-Make the spawning area much more dangerous to lone wolf spawn campers.


(Volcano) #53

how’d you end up on GoW forum rookie o.0


(rookie1) #54

I spawned in their forum after a DB 30sec waiting in spawn :tongue:


(Hundopercent) #55

It’s actually easier for defense not offense btw.


(acutepuppy) #56

Higher spawn times, in waves, allow for more tactical gameplay.

Reviving is more important, area control is more important, forward spawns can be snagged to allow an extra 30-45 seconds of defense setup time*, objectives can be balanced into battlegrounds, rather than slow pushes and meat-grinds.

*more abilities for passive/active area control (indoor and outdoor) would make this more than just player positioning.


(Humate) #57

And /killing out is more important.
I imagine, /kill will no longer effect the stats of a player once they elongate the spawn times. /cough


(Mustang) #58

[QUOTE=Humate;447591]And /killing out is more important.
I imagine, /kill will no longer effect the stats of a player once they elongate the spawn times. /cough[/QUOTE]
I think it should if you’re in a fire-fight (taken some damage within the last 5 seconds), but not if you were hit ages ago, disengaged then later on decided to /kill to regroup/ammo/whatever.


(Seanza) #59

I have only experienced it as an easy attack and difficult defence.

Why, why, why, why? WHY?

Again, why? Killing out isn’t used to dodge being killed, it’s good battlesense. Why should somebody be punished for selfkilling?


(Humate) #60

^ Did you experience this on waterloo and camden?
The defence basically spawns ontop of the objective.