Tell me of im wrong, as far as I know you can’t see you spawntimer yet when you are just alive.
Like in Wolf:ET it would be great if you can selfkill on 1/2 seconds before you spawn. Defenders will be much stronger because of this tactical selffkill so if it will be added it can better be added before going to closed beta
spawntimer
You’re right, there is no spawntimer. On the objective servers, everybody has a spawntime of 15 seconds just now.
there should be real spawn waves and a spawntimer for tactical complexity
As I have said in ten other threads on the subject, i don’t see any tactic in suicide a second before respawn as something that should be rewarding. Other things like timing pushes seem fine, but rewarding suicide seems assbackwards. Suicides should get a penalty to curb the reward of this behavior imo. I suggest a 5-10 second minimum respawn time.
there are spawnwaves, but just in stopwatch… not in objective… --> makes no sense for me,
+1 for spawnwaves everywhere
and ye we absolutely need a spawn timer, would make the defenders much more stronger but also the attackers could do more tactical attacks if they can selfkill and SPAWN AT THE SAME POINT to push TOGETHER
+1 for all players spawn together, not on different locations >.<
+1 For always spawn timer on the screen.
10 seconds difference in the spawn times. I prefer 15 - 25
There should be a difference for Objective -v- Stopwatch IMO.
Comp is never going to play Obj so leave it as it is. For SW however /kill a split second before spawn for tactical reasons is an integral part of the game and must remain (or rather be added, because we don’t currently have it).
I appreciate some people might want to play SW on pubs, but they’re likely to be competitive players anyway, so I don’t see an issue with having different mechanics in this way. I like the current idea of labelling Obj servers “casual” and SW “veteran” to further distinguish the modes.
Just to be clear, because people keep posting incorrect stuff, the system as it stands right now is:
Objective:
[ul]
[li]Attackers get a short spawn wave[/li][li]Defenders get a fixed 15 second personal spawn time[/li][/ul]
Stopwatch:
[ul]
[li]Attackers get a 15 second spawn wave[/li][li]Defenders get a 25 second spawn wave[/li][/ul]
We still want to test/do the following:
[ul]
[li]Try stopwatch spawn waves in Objective mode again[/li][li]Adjust the spawn wave times per team, per objective, on each map - for better balance[/li][/ul]
Lets not get all Brinky again. Put the spawn timer on the screen for less game fail.
[QUOTE=Anti;462496]Just to be clear, because people keep posting incorrect stuff, the system as it stands right now is:
Objective:
[ul]
[li]Attackers get a short spawn wave[/li][li]Defenders get a fixed 15 second personal spawn time[/li][/ul]
Stopwatch:
[ul]
[li]Attackers get a 15 second spawn wave[/li][li]Defenders get a 25 second spawn wave[/li][/ul]
We still want to test/do the following:
[ul]
[li]Try stopwatch spawn waves in Objective mode again[/li][li]Adjust the spawn wave times per team, per objective, on each map - for better balance[/li][/ul][/QUOTE]
A short spawn wave of what?
Not like it matters anyone now anyone can do objectives.
[QUOTE=Kendle;462488]There should be a difference for Objective -v- Stopwatch IMO.
Comp is never going to play Obj so leave it as it is. For SW however /kill a split second before spawn for tactical reasons is an integral part of the game and must remain (or rather be added, because we don’t currently have it).
I appreciate some people might want to play SW on pubs, but they’re likely to be competitive players anyway, so I don’t see an issue with having different mechanics in this way. I like the current idea of labelling Obj servers “casual” and SW “veteran” to further distinguish the modes.[/QUOTE]
What does obj v sw have to do with my post or was it a misquote?
I was pointing out that whilst I kind of agree with you as far as public play is concerned, I don’t agree that the same should apply to competition, where the use of /kill is an important tactical element of the game sadly lacking from DB at the moment. As Obj is effectively the “pub” mode and SW the “comp” mode we could therefore apply different rules to each.
To me having a concious awareness of spawn timing is a key attribute a player should obtain and it can be quite a daunting task for a new player to take everything in that hits them in the face in the initial stages before they even start thinking about that. If SD want comp to take off, then they need to make the transition from pub to comp as easy a step as possible. Take the big comp fps today, no matter if you’re playing on a pub server or a comp server, the rules are more or less the same.
[QUOTE=Anti;462496]Objective:
[ul]
[li]Defenders get a fixed 15 second personal spawn time[/li][/ul][/QUOTE]
This explains alot, I felt that occasionally I would keep getting long spawn times and thought it was just bad luck!
I also never pay attention to the type of server it is, I just join the one with players on it. 
I’ve played many competitive fps and never has a suicide command been essential to competitive play. I also agree with SD that the differences between comp modes and casual should be minimal.
“Essential”, not sure I’d use that word, but “integral” I might. It is / was a key tactical cornerstone of competitive ET, and RTCW before it. And that’s not to prolong a discussion by claiming my opinion trumps yours, I’m merely stating a fact.
edit: I’ve also played competitive FPS’s that don’t have a /kill key and still team-mates TK each other at appropriate times to ensure they all spawn together. Having spawn waves (as opposed to staggered spawns) is meaningless if you don’t know when they are and don’t have a mechanism to use them.
[QUOTE=Kendle;462597]“Essential”, not sure I’d use that word, but “integral” I might. It is / was a key tactical cornerstone of competitive ET, and RTCW before it. And that’s not to prolong a discussion by claiming my opinion trumps yours, I’m merely stating a fact.
edit: I’ve also played competitive FPS’s that don’t have a /kill key and still team-mates TK each other at appropriate times to ensure they all spawn together. Having spawn waves (as opposed to staggered spawns) is meaningless if you don’t know when they are and don’t have a mechanism to use them.[/QUOTE]
I’m not against a spawn timer at all if they force a respawn penalty if you suicide. As far as essential versus integral, I believe they mean the same thing. It’s just my opinion and I am perfectly okay with you or anyone else that disagrees.
It would be a case of cost -v- reward. If the penalty were too long the tactical use of /kill would be rendered mostly worthless, so why have spawn waves? Might as well all spawn separately some time after you die. In that sense it stops being integral to the tactics both teams would otherwise employ, and yet the game would still work, ergo it was never “essential” to begin with.
If the penalty was short enough to NOT undermine the ability to tactically re-group, why have a penalty? If the penalty was 5 seconds, and you knew the next spawn wave was 10 seconds from now, you’d /kill in 4 seconds time rather than 9. What has imposing that extra 5 seconds achieved?
Do you see where I’m coming from? A penalty is only a penalty if it deters you for pursuing a course of action. If it’s not a sufficient deterrent why impose it? If it is a sufficient deterrent just remove the thing the penalty is supposed to deter you from doing, spawning in waves. Imposing a penalty simply removes a tactic from the game, it doesn’t add anything to it.
Atleast it would be nice for defenders when they know they can just rush out and getting killed without getting a 15 secs spawntime