thanks for spawnwaves


(attack) #1

first i want to say thank you for the new spawnsystem give already a better feeling.maybe it would be nice to have it in obj mode too.Because it gives a faster map rotation.


(nailzor) #2

I’m really glad that spawn waves have been introduced as this can definitely help really fine tune maps.

I would like to see a spawn time overlay in the future. I think on all maps on all stages it would be interesting to try Offense = 20 seconds, Defense = 30 seconds. This would make Defense play smarter and be more keen on spawn times as right now there is little penalty for dying at anytime since you will be back to the objective in no time.


(Valdez) #3

[QUOTE=nailzor;438651]I’m really glad that spawn waves have been introduced as this can definitely help really fine tune maps.

I would like to see a spawn time overlay in the future. I think on all maps on all stages it would be interesting to try Offense = 20 seconds, Defense = 30 seconds. This would make Defense play smarter and be more keen on spawn times as right now there is little penalty for dying at anytime since you will be back to the objective in no time.[/QUOTE]

yeah I agree, the addition of spawn waves is great but the spawn times definitely need to be increased on every map at every spawn location. Even though nailzor pulled those times directly from his ass, I think they would be a good starting point.


(INF3RN0) #4

Longer spawns=more forward chokes and real forward spawns. I’m all for it as long as the maps adapt. Even now they would play better with them.


(Humate) #5

20 for offence 30 for defence is a good starting point.
I expect they will introduce 1st person spec on gib, when this is implemented.


(tokamak) #6

I guess with spawn waves on both sides it´s now more easy to implement QW´s dynamic spawn rates. Then again, that only makes sense after all map design solutions have been exhausted.


(Kendle) #7

Wave re-spawn is very, very welcome, and long overdue, so kudos to SD for adding it, even if it’s just for SW (Obj would benefit as well). However to really make it work we need 2 more things IMO:

  1. Gibbing is currently too easy and too fast, increase the amount of damage it takes to gib someone to give Medics a chance to revive.
  2. Give Medics more revive protection.

Wave re-spawn means gibbing the other guy is more worthwhile, but it needs to be equally worthwhile for the other guy’s Medic to try and prevent that happening. Currently it’s too easy to gib and too difficult to revive under fire. Make reviving more rewarding for the team and we’d hopefully encourage more Medics to revive.


(iwound) #8

What are these?

plus all the forumites who battered SD over the head with a trout about them.

They still need more feedback regarding these on a map to map basis. Also people need to compare directly with obj server testing to be fair to SD.

quote from Anti

Right now we believe the current system is better for ‘newbies’ and pub play than spawn waves. Adding waves to Stopwatch though will allow us to generate two sets of stats data, so we can see just how they affect everything. If we find one is better than the other then we can consider more changes, but we need to take this step first.

http://forums.warchest.com/showthread.php/34361-Spawn-Waves?highlight=spawn+waves


(Scrupus) #9

I think he mean the system in QW where offense got a shorter spawntime after a certain time struggling with one objective. If you remember, after defending for a certain time (I think it was 4 minutes in most cases), everyone on defense got 10 XP “defense” bonus, and offense got a shorter spawnwave in return.

It was a pretty cool system - for QW style maps at least.


(Samurai.) #10

Yeah i can usually tell the difference between obj / stopwatch games just from the spawn waves themselves, it’s such a better feeling but certain times at certain objective’s do require some tweaking. I wouldn’t mind gentle increases like A:20s / D: 25s… but i would like to see:

  1. A Respawn timer on the HUD - It’s just frustrating to die on full spawn not knowing that it’s full spawn + can actually make use of these times to dictate offensive/defensive pushes around the map + self kill at appropriate times.
  2. Also first person spectating of your teammates, longer spawn times means more time not playing the game, but if you can spectate others it’s more interesting & you can learn from them + draw information from the game from their pov.
  3. I’d like to see clearer enemy dead/uncapped models - i mean it’s clear if you’ve just killed them but i struggle to recognize if they are gibbed or not if i’ve just come round a corner and see a body on the floor (they look the same to me gibbed or not).
    4)I’d like to see medic’s given a small dmg buff to their gun as they play a more important role as spawn times increase, so need to survive but also defend themselves longer to keep the rest of the team up.

(attack) #11

[QUOTE=Samurai.;438680]
4)I’d like to see medic’s given a small dmg buff to their gun as they play a more important role as spawn times increase, so need to survive but also defend themselves longer to keep the rest of the team up.[/QUOTE]

i would say not do dmg higher, for me it seems clear that weapon accury must be increased especially for medic .on camden its too hard to kill someone on distance as medic


(pulley) #12

[QUOTE=Samurai.;438680]

  1. A Respawn timer on the HUD - It’s just frustrating to die on full spawn not knowing that it’s full spawn + can actually make use of these times to dictate offensive/defensive pushes around the map + self kill at appropriate times.
  2. Also first person spectating of your teammates, longer spawn times means more time not playing the game, but if you can spectate others it’s more interesting & you can learn from them + draw information from the game from their pov.
  3. I’d like to see clearer enemy dead/uncapped models - i mean it’s clear if you’ve just killed them but i struggle to recognize if they are gibbed or not if i’ve just come round a corner and see a body on the floor (they look the same to me gibbed or not).
    4)I’d like to see medic’s given a small dmg buff to their gun as they play a more important role as spawn times increase, so need to survive but also defend themselves longer to keep the rest of the team up.[/QUOTE]

i like the fist 3 points. The Medic Gun is fine atm. There has to be a difference to the LT gun. Otherwise no1 would play him.


(Rex) #13

The spawnwaves are all nice, but I still can’t do much without a respawn timer!


(BTMPL) #14

Agree with no need on Medic gun. Although I am ***ing angry that it takes a full clip to kill Assault class, I know that my place as a Medic is not on the frontline but just behind it. The weapon could use some better hitreg though. Often I find myself emptying my clip and my killer is at 100%. Come on, I don’t suck that bad. Do I?