

New Spawn Placing
#1
Posted 04 December 2013 - 09:14 PM
#2
Posted 04 December 2013 - 09:20 PM
#3
Posted 04 December 2013 - 10:35 PM
Edited by Hexenhammer, 04 December 2013 - 10:39 PM.
#4
Posted 04 December 2013 - 11:49 PM
These are the only changes which really gives an alternate gameplay.
I'd like to see these changes as map variant so you never know where you start on a map. Or maybe give every map 2 or 3 starting layouts which you'll get at random. That would be great

And know I have to rewrite half my guide lol

#5
Posted 05 December 2013 - 12:00 AM
All the points are pretty close now.
#6
Posted 05 December 2013 - 03:37 AM
#7
Posted 05 December 2013 - 04:31 AM
Mudhutwarrior, on 05 December 2013 - 03:37 AM, said:
I thought that was the plan?
Kill off all pug solo players after all they dont count and they dont buy things.
time to separate the Q please
#8
Posted 05 December 2013 - 05:02 AM
Wait for the next move : PGI will then tell us that since the matches are shorter, we will need less Cbills and XP
#9
Posted 05 December 2013 - 07:07 AM
Blurry, on 05 December 2013 - 04:31 AM, said:
Kill off all pug solo players after all they dont count and they dont buy things.
time to separate the Q please
I'm a Pug Solo player, and an Overlord. Kinda puts a dent in theory of they don’t buy anything. If you want to kill the game so no NEW players ever join, this random drop of lances all over the map, will do just that. Most now spend lots of time getting back together only to get ambushed by the side that gets together near where you were unfortunate enough to spawn. If dropship pilots did this, they would be court martialed and shot. It's like dropping on Terra Therma into the lava in the volcano surrounded by the enemy up on the ledge with their guns primed and locked on you.
#10
Posted 05 December 2013 - 01:19 PM
The other bad part is that it is almost impossible to get everyone headed in the same direction now. Games are almost always a blow out now. One team will get grouped up but the other scatters and is steam rolled.
And don't get me started on Alpine conquest. Huge map and all of the spawns clusterd within visual..... Bad idea.
Like I said I don't care if they move the spawns around but could the lances be spread by no more than 400 - 500 meters please.
Edited by Steel Claws, 05 December 2013 - 01:20 PM.
#11
Posted 05 December 2013 - 01:49 PM
Steel Claws, on 05 December 2013 - 01:19 PM, said:
The other bad part is that it is almost impossible to get everyone headed in the same direction now. Games are almost always a blow out now. One team will get grouped up but the other scatters and is steam rolled.
And don't get me started on Alpine conquest. Huge map and all of the spawns clusterd within visual..... Bad idea.
Like I said I don't care if they move the spawns around but could the lances be spread by no more than 400 - 500 meters please.
+1
#12
Posted 05 December 2013 - 03:20 PM
#13
Posted 05 December 2013 - 04:43 PM
Goose, on 05 December 2013 - 03:20 PM, said:
Nah they use just one spawn set for every mode to save work. And deathmatch needed closer ones. So The rest suffer.
#14
Posted 05 December 2013 - 04:53 PM
Mudhutwarrior, on 05 December 2013 - 03:37 AM, said:
Blurry, on 05 December 2013 - 04:31 AM, said:
Kill off all pug solo players after all they dont count and they dont buy things.
time to separate the Q please
Evil premades

#15
Posted 05 December 2013 - 04:56 PM
Goose, on 05 December 2013 - 03:20 PM, said:
Bartholomew bartholomew, on 05 December 2013 - 04:43 PM, said:
Goose is on to something. Smurfy seems to disagree with you, Bartholomew. http://mwo.smurfy-ne...peaks&m=assault
You can see that while some maps do use the same set of spawn points for assault and conquest, many switch up between the modes.
You will also note that there are spawn points implemented for TDM; given that Smurfy's pulls its data from the game's .xml files, this heavily implies that TDM will be coming very soon, since there is data about this feature that has been patched into the game.
#16
Posted 06 December 2013 - 12:05 AM
aniviron, on 05 December 2013 - 04:56 PM, said:
Goose is on to something. Smurfy seems to disagree with you, Bartholomew. http://mwo.smurfy-ne...peaks&m=assault
You can see that while some maps do use the same set of spawn points for assault and conquest, many switch up between the modes.
You will also note that there are spawn points implemented for TDM; given that Smurfy's pulls its data from the game's .xml files, this heavily implies that TDM will be coming very soon, since there is data about this feature that has been patched into the game.
Ok, Crimson on TDM looks like it's going to be... interesting:
http://mwo.smurfy-ne...etropolis&m=tdm
Blue team might be in trouble.
#17
Posted 06 December 2013 - 12:16 AM
RavensScar, on 06 December 2013 - 12:05 AM, said:
Ok, Crimson on TDM looks like it's going to be... interesting:
http://mwo.smurfy-ne...etropolis&m=tdm
Blue team might be in trouble.
Dang, and I'm always on blue. ;]
#18
Posted 07 December 2013 - 05:08 AM
Making teams spread out all over the place, however, is a bad change because it in itself does nothing except make it feel "new" for about... 2-3 weeks.
Players who voice their support over being spread out offer the idea that you no longer have 1 tactic, ie the deathblob, and now you have to make decisions. They forget that you always had to make decisions, its just that one decision clearly favored survival and that was grouping up. They were never forced to, these players just always chose to follow the herd and then gripe about how the game is all about following the herd.
They chose to follow the herd, and some of us braver more experimental ones didn't always do so. We tried to flank at times, scout at times, cap at times, harass and distract. Some of us were already making those tactical choices, and were able to fall back to the group if things got too hairy (provided you lived long enough to make it back). Yeah, falling back was possible.
Now, its only possible if you're lucky enough that the other 2 lances 1) Wait for you and 2) coordinate.
In 12mans? No problem. But in PUGs? Not exactly reliable, especially with the completely absent VOIP in the game. Yeah, if you're in a group of 2 on comms, and your other lancemates don't coordinate with you, its your fault and you deserve the death. Thats exactly what players supporting this change say. There's zero understanding on their part of the bigger impact, because they just roll in groups all the time and cannot fathom not everyone does.
They also are super delusional if they think the community at large (including themselves) don't eventually find another 'default' tactic in 2-4 weeks. Which means this change of spreading out the lances offers zero improvements to gameplay, it just 1) shakes things up temporarily and 2) ruins PUG matches for the most part, when entire lances spawn so far off from the rest of the team.
Poorly thought out change and I haven't seen any argument to suggest otherwise. But PGI is going to do what its going to do and despite all their other changes I support (ghost heat, gauss charge, reticle shake)... this change just makes the game 100% unfun for me. So I'm gone until they revert it. I'm not someone who has sunk thousands into this game but I did spend what I could because I love battletech. Back to the fiction for me.
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