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It Would Be Super Cool If You Couldn't Be Spawn Killed On River City.


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#1 GingerBang

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Posted 13 August 2013 - 08:08 PM

Just saying. Starting up your mech and dying 2 seconds later from an enemy misery firing 4 ppc's and a guass (like the gauss is even needed against a light) to kill you blows. It would be fun to actually play the game.



Edit for clarity, because apparently people just can't get this through their heads.

You get shot literally in the first two seconds by PPC boat stalkers. You can't even travel 100m before the PPC's start wrecking you. Good luck even trying to get to cover if you're in a smaller mech, i've seen people getting killed in just 10 seconds on that map thanks to 6 ER-PPC boats all spawn sniping.

The other major issue is that NOT EVERYONE STARTS THE GAME AT THE SAME TIME! Apparently people don't have enough friends to realize, that some people end up starting upwards of 20 seconds after other people depending on latency or load times. I've been able to run 500m from spawn before some of my buddies mechs even power up.

Edited by GingerBang, 15 August 2013 - 04:51 PM.


#2 Kenyon Burguess

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Posted 13 August 2013 - 08:15 PM

it always amazes me how many players will just cross out to the front of the spawn or down into the river to their immediate deaths. gotta go around the backside of the spawn and then down thru the streets

Edited by Geist Null, 13 August 2013 - 08:16 PM.


#3 Zakie Chan

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Posted 13 August 2013 - 08:52 PM

I think he means the one spawn location where you can take fire from the enemys base. Its in the upper base behind a low square building. If you spawn there and dont move back behind cover you will get sniped. So dont sit there picking at your nose!

#4 Void Angel

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Posted 14 August 2013 - 01:31 AM

It's still an unfortunate feature of the map's design - I can see why it'd be annoying. Even a moving 'mech can take a lucky hit if the enemy is fast enough.

However, I'm a bit flabbergasted on all maps by the amount of time people spend standing around staring dully at the landscape. When the Atlas driver is two clicks away by the time you leave the base, something is wrong with your play.

#5 Lord Perversor

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Posted 14 August 2013 - 01:42 PM

View PostVoid Angel, on 14 August 2013 - 01:31 AM, said:

It's still an unfortunate feature of the map's design - I can see why it'd be annoying. Even a moving 'mech can take a lucky hit if the enemy is fast enough.

However, I'm a bit flabbergasted on all maps by the amount of time people spend standing around staring dully at the landscape. When the Atlas driver is two clicks away by the time you leave the base, something is wrong with your play.


in 9.9 out of 10 matches i'm always leading whatever group of mechs is moving out of the base (aside some random lights) HOW the frack i can still be walking faster with a 60 kph Highlander than any other med and heavy in my team always surprises me.

P.S: and i mean Always i'm so friggin tired of be 500m ahead of everyone else with my 80kph hunchback too.

#6 CDLord HHGD

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Posted 15 August 2013 - 04:25 AM

Unfortunate yes, but like everyone else says, if you are a light and standing still, then you are dead. Don't care when or how, but you are dead.

#7 Void Angel

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Posted 15 August 2013 - 09:30 AM

You didn't read a single post past the OP, did you?

#8 Araevin Teshurr

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Posted 15 August 2013 - 10:47 AM

agreed

#9 Randalf Yorgen

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Posted 15 August 2013 - 10:57 AM

You should not be able to be fired upon when in your starting spawn point, this is a flaw that needs to be addressed and fixed.

As for being way out in the front, perhaps you should slow a little, not stop but only move out at 50-60% speed at the start until there is a plan in play? I know some people usually wait for the assaults to get moving and then move with them staying in close contact. Makes sense seeing as how the assault can survive the first contact with the enemy where a Hunchback- Cicada-Jenner-Spider-Raven-Comando are easily one shotted. However if they can add their firepower to the assaults then the enemy will melt before your combined fire.

Also some people are slow out of the gate due to the lag load and still others have just put new weapons on their mech and are configuring the firing controls, Next time it happens why don't you ask so you know for certain.

#10 Shakespeare

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Posted 15 August 2013 - 01:27 PM

The map is just too damn small period. It was rare to have a conquest game go to caps in 8v8, now it's impossible in 12v12. You can literally tonne your way to victory here, because the whole map is a death trap.
Even forest colony holds up in 12s, in its own way (though IMO, not the winter version.) But river city is just cramped - lower spawn is a mess, fortress spawn is equally cramped. There's a reason upper city is less common now, nobody wants to journey across the bridge and into a space they can't even fit around.
I barely liked the size of it in 8's. It's frankly a good candidate to try a 4-on-4. It is our only living city map after all. But you don't get alleyway ambushes and flanks with 24 mechs on the board. you just get a bloodbath.

#11 GingerBang

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Posted 15 August 2013 - 04:50 PM

View PostGeist Null, on 13 August 2013 - 08:15 PM, said:

it always amazes me how many players will just cross out to the front of the spawn or down into the river to their immediate deaths. gotta go around the backside of the spawn and then down thru the streets



You do realize that you get shot at within the first 2 seconds right? That's not even enough time to get 100m from your spawn point. Durrrrrrrrrrrrr

View PostLord Perversor, on 14 August 2013 - 01:42 PM, said:


in 9.9 out of 10 matches i'm always leading whatever group of mechs is moving out of the base (aside some random lights) HOW the frack i can still be walking faster with a 60 kph Highlander than any other med and heavy in my team always surprises me.

P.S: and i mean Always i'm so friggin tired of be 500m ahead of everyone else with my 80kph hunchback too.



Because the game doesn't wait for everyone to load before it starts. Another huge design flaw. I have a couple friends who, usually in about 50% of our games, are still powering up their mechs by the time the recon is 500m away.

#12 Zordicron

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Posted 15 August 2013 - 09:26 PM

View PostShakespeare, on 15 August 2013 - 01:27 PM, said:

The map is just too damn small period. It was rare to have a conquest game go to caps in 8v8, now it's impossible in 12v12. You can literally tonne your way to victory here, because the whole map is a death trap.
Even forest colony holds up in 12s, in its own way (though IMO, not the winter version.) But river city is just cramped - lower spawn is a mess, fortress spawn is equally cramped. There's a reason upper city is less common now, nobody wants to journey across the bridge and into a space they can't even fit around.
I barely liked the size of it in 8's. It's frankly a good candidate to try a 4-on-4. It is our only living city map after all. But you don't get alleyway ambushes and flanks with 24 mechs on the board. you just get a bloodbath.

Upper city is not used because finally, after like a month of play, people have figured out going upper from the lower base is like a death march. In fact, lower base has every disadvantage there is in fire lanes and path options. I saw, for the first time ever today, someone request we defend base on lower. The map is so dam small, base defense feels totally silly. If someone caps, you just run back, its only 500M away.

Small map is ok. Spawn points need to be reworked, lower base should have a couple moved back towards the big ship instead of everyone in a giant line, and upper should make use of the tunnel area now. IMO, wouldnt hurt to add another tall *** building on the lower base side of the river to block LOS between the two spwan points either. Also would provide more LRM cover.

#13 Void Angel

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Posted 16 August 2013 - 11:20 AM

View PostGingerBang, on 15 August 2013 - 04:50 PM, said:

Because the game doesn't wait for everyone to load before it starts. Another huge design flaw. I have a couple friends who, usually in about 50% of our games, are still powering up their mechs by the time the recon is 500m away.

That is unfortunate, and I've suspected that to be the case - however, I still see tons of people looking around and even kind of stumbling in circles instead of Following the Fracking Atlastm (or reasonable substitute thereof.)

#14 Clit Beastwood

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Posted 16 August 2013 - 02:40 PM

View PostGeist Null, on 13 August 2013 - 08:15 PM, said:

it always amazes me how many players will just cross out to the front of the spawn or down into the river to their immediate deaths. gotta go around the backside of the spawn and then down thru the streets


and when they run across the bridge, die because they can be seen from enemy base, and complain in chat about "cheating"

don't. take. the. bridge.

#15 LORD TSARKON

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Posted 18 August 2013 - 04:22 PM

I remember back in March 2013 I was accused of cheating on this map because my Raven 3L with Speed Tweek flies at 151 KPH and one particular game I decided to go CAP instantly at the beginning of the game... I was there in SECONDS... enemies were still spawning,ect loading up....

My entire team was going WTF and also the enemy... and then the chats had words like "Haxxor" and ect...

I survived because back then ECM was a God shield... I don't think you can try that now and survive...

#16 Void Angel

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Posted 18 August 2013 - 09:21 PM

ECM has never been an invulnerability shield, but at that point host-state rewind (i.e. lag shield fixes) was only in for hitscan weapons. Additionally, I'm going to guess that this was before the March 19th patch - where they improved the Raven's buggy hitboxes so it couldn't stand toe-to-toe and out-slug a medium. :)

Edited by Void Angel, 18 August 2013 - 09:49 PM.


#17 DegeneratePervert

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Posted 19 August 2013 - 05:40 AM

Perhaps this game could benefit from 20 seconds of immortality, provided you have not moved yet, and only while in your spawn. The dull thud of PPCs against my allies chassis when I spawn on River City is not exactly pleasant.





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