Spawn Waves


(Mustang) #201

Doesn’t have to be 15 seconds, could just as easily be 12 for attack 8 for defence, or anything else.

I’d rather not have the whole team sitting in the respawn queue, but there is something to be had from respawning with several teammates and pushing together.


(tokamak) #202

Yeah exactly. If it’s the 15 second thing the people are tripping over then that’s what needs to be adjusted. After all, the attackers don’t have a 15 second wave either. Attackers have half the wave spawn on average.

Granted, the longer respawn time is compensated by the shorter spawn distances but still, this is worth keeping in mind. If a mad becomes too hard to defend then it’s not down to the individual spawns but down to the rate at which those spawns happen.


(Kl3ppy) #203

I voted for spawn waves. I played my first game yesterday and the spawn waves + spawn timer was the first things I missed. The spec thing is a nice to have thing.


(potty200) #204

I voted to have waves. Personally I think the defence should have a slightly longer wait though.

Also, can you include a spawn timer so you can see if you need to kill out?! :slight_smile:


(Raviolay) #205

I think it would be good to have spawn waves, I also think a force early spawn option like in RO2 (only one per objective), that can done by a nominated player before the match starts would be good.


(Patriotqube) #206

67 people for spawn waves :slight_smile:

how many alphas are there?

should be somthing to built in asap imo.

no need to come up with some new and fancy stuff tbh, spawnwaves works, both in scrims and on pub servers


(j4b) #207

At least this kind of respawn prevent to much selfkill :wink:


(BomBaKlaK) #208

spawnwaves needed !


(Breo) #209

At least one spawn need to be changed first, the attack team at LB spawns right beside the EV when it’s repaired.

  • When the attack team spawns behind you, your dead if you were defending close to the EV.
  • Sometimes the enemy spawns in front of you, if you just spawned before the EV is repaired.

(HellToupee) #210

But then so does the spawn now noted by the fact people can’t seem to decide if its an advantage or disadvantage to the defenders :stuck_out_tongue:

Its both, completely situational considering the equlivant to a 15 seconds fixed is 30 seconds per wave. The advantages for pub play is that its simply more consistent where bulk of your team dieing in either the high or the low point of the timer is entirely random, the matter of balance is exactly the same as it is for waves, the time.

Also keeping track of the times when i was playing was largely done with people fiddling with scripts or timers not something i would miss, or when ppl could self kill immediate spawn with full energy to throw more airstikes and panzers :slight_smile:


(INF3RN0) #211

Even before I played in competitive matches, I considered the spawn timer a huge tactical element in the game. Almost every intelligent decision I made would be in regards to the timer, where in I would choose to risk a revive on an important class player if I knew they wouldn’t spawn in time to diffuse, as well as timing my attacks to ensure that my death wouldn’t have any negative impacts on the team. Besides the individual impact, the entire team spawning together was a great feature. It helped to greatly break spawn camps as well as to make more effective pushes as a team. Learning the enemy spawn timer was an extra feature of course, which made for more extensive strategical choices in highly organized comp environments- though it was not necessarily as useful in a pub. The spawn wave mechanic was there to make players think more in general rather than playing a mini-TDM game individually, which is a big reason why I want the original system. One thing that a lot of people appreciate is having their smarts pay off, and this was a very good method of allowing for such a thing.That said, the timers could be tweaked and improved by all means.


(HellToupee) #212

It discouraged some forms of spawn camping and enabled others, LT and panzer players were the primary players tasked with keeping track of spawns for a reason :slight_smile:

I love spawn waves, it helps create useful pushes out of randoms, i just don’t see it essential for the D players who have natural group behaviour at chokepoints and objectives.


(nailzor) #213

I’m pretty sure that is the point actually.

It the defense is smart they will play safer when they have a high spawn time, and then more aggressive when their spawn time is low accordingly.

It is the offenses job to determine the defense spawn time and plan their pushes accordingly.


(Stumperd) #214

YES spawn waves. Spawn waves are ESSENTIAL for competitive play


(radi) #215

waves definitely. Also, waiting for that killout feature to go hand in hand with said waves.


(iwound) #216

Any news on whether we can get to test spawn waves on both sides?


(Samurai.) #217

Nice this thread was brought back to the top, yep spawn waves could be a massive addition to this game i feel.

Having a timer, knowing when your team will next respawn & working out when the enemy spawns really alters how you approach almost all situations in a game, giving a whole level of tactical depth to the game that is currently missing. I could go into these but im pretty sure everyone knows the benefits of a spawn wave system in a game and the poll results seem pretty decisive.


(zeroooo) #218

dont think so that there is a way to test it yet… -.-

+1 for spawnwaves!!!


(nailzor) #219

[QUOTE=Samurai.;432238]Nice this thread was brought back to the top, yep spawn waves could be a massive addition to this game i feel.

Having a timer, knowing when your team will next respawn & working out when the enemy spawns really alters how you approach almost all situations in a game, giving a whole level of tactical depth to the game that is currently missing. I could go into these but im pretty sure everyone knows the benefits of a spawn wave system in a game and the poll results seem pretty decisive.[/QUOTE]

Also could have a snowball effect (a good one I hope!) on how the game play mechanics and map design are perceived.

I’m of the opinion that spawn times would need to be map dependent. So for Waterloo, Whitechapel, London Bridge, the offense and defense spawn timers may not all be the same - but are suitable for each individual map.


(.Chris.) #220

Well they did that for all their past games so doubt it would be different here :slight_smile: