Can some one explain or point me to where the info on the spawn timer.
Why is it some times I san respawn as soon as I die other times i am waiting 15 seconds …
Drives me nutty spamming the space bar wanting back in to help only to see I have to wait…
Spawn Timer
Look at the top left corner, there is a timer. Depend on what kind of mode and how many players there are, the count down time is different. And the time counts down in a cycle. Dirty Bomb uses a wave spawn time, not individual spawn time like in COD or BF. That means all downed members have to wait until the timer reaches zero, so they can start a new wave together.
For example: In Obj mode, the spawn count down of your match is 20. If you die at when there are 10s left, you will have a 10s spawn time, and so on.
Always look at the time and plan your move accordingly so you can always have a quick re-spawn time.
Spawn time control is essential for winning matches. Putting your enemy on a long spawn is how you get games won.
In Stopwatch mode (which is played in ranked) both teams always spawn every 25sec at the same time. So if you look to the left of the game timer, you can see when you and your enemies will be spawning.
If you got a poor guy in your sights and just a 2sec on the timer, you might want to delay killing him after the spawn tick. People referr to this as longspawning someone. Then you got an entire spawnwave with 5v4 advantage (assuming your guys managed to time it correctly).
On the other hand, if you are about to die and could barely escape a situation with 2sec on the timer, you might want to just respawn. Press K to selfkill. Else a good enemy will push you and set you on the waiting list for the full 25secs and enjoy having the advantage for your team.
Fighting with all 5 of your people is a must in ranked. If you keep going with 2 and 3 over and over you got a very chance of winning.
Objective mode is a bit special since it has tweaked, off sync timers to account for a 50/50 winning chance for both teams. It is hard or impossible to develop a feeling for the enemy spawns there.
Actually if you look at the top where your friends and enemies are displayed, you will notice that the enemies pictures will “blink” and no longer have a X on them if they were dead.
This signifies they have re spawned.
Remember where I said communities would help people learn the basics of the game.
Personally my only problem with the spawn waves is that they are every 30 seconds.
I’d rather the spawn timer only start when someone goes down, and is reset if they get revived.
This way you can capitilze on picks and make a real push, this isn’t easy with the current system. Plus, you could still get aggressive in the last 10-5 seconds before the spawn wave arrives, so really the only major change is defense is published harder for over extending, and offense is punished harder for sitting, and not pushing up.
id be happy to make hundreds of tutorials but i dont have the rig to record gameplay. I can write, if someone wants to produce : P
[quote=“Watsyurdeal;158557”]Personally my only problem with the spawn waves is that they are every 30 seconds.
I’d rather the spawn timer only start when someone goes down, and is reset if they get revived.
This way you can capitilze on picks and make a real push, this isn’t easy with the current system. Plus, you could still get aggressive in the last 10-5 seconds before the spawn wave arrives, so really the only major change is defense is published harder for over extending, and offense is punished harder for sitting, and not pushing up.[/quote]
there have been literally dozens of pages about different spawn systems. I think general consensus is that:
- identical spawns are bad (both teams with identical spawn time - 25 sec)
- symmetrical spawns are bad (both teams spawn at the exact same time)
- offense should have a spawn time advantage
- selectable spawns would be nice
Plus some ideas that I recall:
- spawn wave activates upon first kill
- spawn wave pushed back with each new kill
Heh, I just realized how silly it is for the spawn timer to go even if nobody dies.
Devs seem committed to symmetrical spawns (for better or worse). Smooth explained his position in his last dev stream appearance I believe.
havent watched the stream but one argument i heard from the devs before is that maps ‘arent designed for asymmetrical spawns’, which imo is a terrible argument, as the whole point of discovering strats etc. is finding out how to play the map. Symmetrical spawns make for the same engagements over and over again, with no ability to push against defense spawn, apply pressure, or counterattack as defense like we had in RTCW/ET.
Most of the devs are sadly too bad at their own game to see the benefits of unsynced spawn times.
[quote=“Szakalot;158739”]
havent watched the stream but one argument i heard from the devs before is that maps ‘arent designed for asymmetrical spawns’, which imo is a terrible argument, as the whole point of discovering strats etc. is finding out how to play the map. Symmetrical spawns make for the same engagements over and over again, with no ability to push against defense spawn, apply pressure, or counterattack as defense like we had in RTCW/ET.[/quote]
That was the gist of his argument in SUPPORT of consistent engagements :’(
[quote=“pumpkinmeerkat;158780”][quote=“Szakalot;158739”]
havent watched the stream but one argument i heard from the devs before is that maps ‘arent designed for asymmetrical spawns’, which imo is a terrible argument, as the whole point of discovering strats etc. is finding out how to play the map. Symmetrical spawns make for the same engagements over and over again, with no ability to push against defense spawn, apply pressure, or counterattack as defense like we had in RTCW/ET.[/quote]
That was the gist of his argument in SUPPORT of consistent engagements :’( [/quote]
which is obviously a bad argument - if the map plays out in the same way over and over again, its boring with little potential to develop. Fixed meta will emerge and that is all.
On the other hand, consider QW maps where you had an amazing variety of attack&defense setups. It was really great to see comp players come up with new and new tactics while the scene was at its peak, and pub metas have developed over the course of years.
Dirty Bomb maps play out in the same way over and over again. The only novelty I get is from the arena-style shooter mechanics and the emergent teamplay from the variety of merc combinations. NOT THE MAPS.
[quote=“Szakalot;159111”]
which is obviously a bad argument - if the map plays out in the same way over and over again, its boring with little potential to develop. Fixed meta will emerge and that is all.
On the other hand, consider QW maps where you had an amazing variety of attack&defense setups. It was really great to see comp players come up with new and new tactics while the scene was at its peak, and pub metas have developed over the course of years.
Dirty Bomb maps play out in the same way over and over again. The only novelty I get is from the arena-style shooter mechanics and the emergent teamplay from the variety of merc combinations. NOT THE MAPS.[/quote]
Agreed. When I asked during the stream I was hoping to hear that it was something they were testing internally or at least considering rather than “not gonna happen in DB”. I think adding additional spawn locations and allowing attackers to chose where they spawn would help a lot.
With Red Eye an your pic, I’m sure a lot of things scare you that are irrational.
