Spawn time why increase it ?


(Mustang) #61

[QUOTE=Seanza;447673]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?[/QUOTE]
Because some people do use it to dodge being killed.

Which is why there is currently implemented that if you selfkill the person that last shot you will be credited with the kill.

I’m saying that’s fine, but lets fix it so this doesn’t last indefinitely.

It’s stupid to be credited with a kill for a guy you last shot several minutes ago, but fine to be credited with a kill if someone tapped out whilst you’re shooting them in the face.


(montheponies) #62

The other main reason for \kill was to get a full charge bar back - noticed in DB that this has been taken care of with a consistent recharge, though i’ve not tried swapping classes back and forth…anyway agree on pubs \kill was abused by certain folk just to dodge the stat penalty, so the \kill within x secs would make sense (bit like finishing off in TF2).


(Nail) #63

make /kill count as a death (ETPro) and receive xp for damage done, easy

and leave K/D ratios out of scoreboards


(acutepuppy) #64

Self-killing should never be punished. If there was recent damage, then a player gets the kill credit.

Tapping out in a losing firefight with 2 seconds on a 30 second spawn timer is knowing the game, if it frustrates you due to the “honor factor”, try to remember some people are playing objectives, sometimes trying to get quick and hidden positioning, so caught and fighting is wasting time for their team.


(Protekt1) #65

[QUOTE=acutepuppy;447719]Self-killing should never be punished. If there was recent damage, then a player gets the kill credit.

Tapping out in a losing firefight with 2 seconds on a 30 second spawn timer is knowing the game, if it frustrates you due to the “honor factor”, try to remember some people are playing objectives, sometimes trying to get quick and hidden positioning, so caught and fighting is wasting time for their team.[/QUOTE]

Personally I think suicide should be punished by forcing a minimum mandatory respawn timer. Its also my opinion that spawn waves shouldn’t even count down til someone is dead making a real death penalty and not such a hit or miss extravaganza. I know I likely represent a minority in this opinion in this community, but timing a suicide shouldn’t be rewarded with a full reload with no down time. Its not a thing of honor or frustration with losing a kill, but mainly because death should cause a real penalty.

It also strikes me as odd that people want a longer spawn timer but want it shown on screen so they can take full advantage of suicide. I don’t see that as anything other than an easy to perform tactic. Neither side is wrong but to me suicide shouldn’t be rewarded.


(mfzor) #66

[QUOTE=Protekt1;447724]
It also strikes me as odd that people want a longer spawn timer but want it shown on screen so they can take full advantage of suicide. I don’t see that as anything other than an easy to perform tactic. Neither side is wrong but to me suicide shouldn’t be rewarded.[/QUOTE]

Knowing when to k-out was an important and high-level game decision in competition. Just adds some depth to the game


(acutepuppy) #67

[QUOTE=Protekt1;447724]Personally I think suicide should be punished by forcing a minimum mandatory respawn timer. Its also my opinion that spawn waves shouldn’t even count down til someone is dead making a real death penalty and not such a hit or miss extravaganza. I know I likely represent a minority in this opinion in this community, but timing a suicide shouldn’t be rewarded with a full reload with no down time. Its not a thing of honor or frustration with losing a kill, but mainly because death should cause a real penalty.

It also strikes me as odd that people want a longer spawn timer but want it shown on screen so they can take full advantage of suicide. I don’t see that as anything other than an easy to perform tactic. Neither side is wrong but to me suicide shouldn’t be rewarded.[/QUOTE]

I totally understand your point there. Smart spawn placement is the best solution to that.

There are deeper meta game builders in the simplicity though. Say there is 3 seconds til spawn, and the enemy is just about to capture your forward spawn… it’s a big heads up move to /kill out, catch the wave, and save your spawn. I think things like that require high battlesense, and really do make the kind of unseen plays that turn the tides of the game.


(HellToupee) #68

Don’t mind some cost eg 5 seconds before you enter the spawn q and i come from tribes where suicide is very important part of game but it came at cost of time and position, cost keeps focus more on the situation rather than the clock, in rtcw it lessened the risk in clutch plays somewhat having such an easy way out.


(warbie) #69

Agreed. It only adds to the game.


(ailmanki) #70

Best would be ~15 second always. And adjust the maps accordingly. Makes it easier to remember.


(Bangtastic) #71

I would also like an option to skip/choose a spawnwave along with an indicator how many are currently respawning.

Or is every spawnwave meant to be obligatory?


(Kl3ppy) #72

[QUOTE=Tast1c;447751]I would also like an option to skip/choose a spawnwave along with an indicator how many are currently respawning.

Or is every spawnwave meant to be obligatory?[/QUOTE]

Why would you want to skip a spawnwave?


(tokamak) #73

To give the opponent team a false sense of security.


(ailmanki) #74

There was an idea for etpro around, so that when you would spawn, you can hold a key and you will not spawn till you let that key go.
Dunno exactly anymore, but something along that.


(Jamieson) #75

Exactly, if you were in a fight and things were 50/50 and you weren’t sure you were going to win and the spawn timer was like 1-2 seconds before the next respawn I pretty much always respawned. That way I had full hp and ammo and more grenades and I could run back to the obj with the next wave. For me self killing was never about avoiding being killed, it was just a smart and logical move to make to ensure my overall impact on the game was greater than what it would have been; people fail to realize that dying isn’t inherently bad, it’s the time you spend waiting for the next respawn where you cannot do anything to help your team or hinder the enemies that is the real killer.


(Mustang) #76

If a medic appears out of no-where you could elect to wait the extra few seconds to be revived rather than respawning.

So you’d only be able to do it if you hadn’t been gibbed.

This was the way it worked in Brink and it was fantastic.


(Kl3ppy) #77

[QUOTE=Mustang;447783]If a medic appears out of no-where you could elect to wait the extra few seconds to be revived rather than respawning.

So you’d only be able to do it if you hadn’t been gibbed.

This was the way it worked in Brink and it was fantastic.[/QUOTE]

oh yeah forgot that completely. :o


(tokamak) #78

Taking into account any sanctions on doing so is also knowing the game.


(INF3RN0) #79

[QUOTE=Nail;447702]make /kill count as a death (ETPro) and receive xp for damage done, easy

and leave K/D ratios out of scoreboards[/QUOTE]

I’d be happy with a scoreboard that displays damage and resupply xp in place of the k/d. Then if your trying to top the scoreboard your truly helping the team. Most kills, etc awards at end screen and were good to go.


(Nail) #80

no xp for kills, just damage done. You should get the same xp for every bullet hit with multiplier for headshot, no extra for kill.
and a scoreboard that shows xp by damage done, and abilities used like INF3RN0 said

apologies for going OT, spawn times need to be sorted