The Northern (I think) spawn points on tourmaline are far too close together.
The problem is that you start in the open, in the last game I played, the opposite team (through chance) had a pile of LRM boats and a light mech, we had some random heavies there.
The heavies on our side were spotted about 3-5 seconds after the start of the match by the light, and were being hit with massed LRMS a few seconds after that with absolutely no chance of finding cover, they were absolutely destroyed, with nothing they could really do about it.
Nobody should be starting within range of LRMs with no nearby cover. It makes an absolute mockery of any tactics you were planning to use. And basically gives a few lucky mechs some free damage.


New Tourmaline Spawn Points
Started by Jam the Bam, Dec 04 2013 02:52 AM
5 replies to this topic
#1
Posted 04 December 2013 - 02:52 AM
#2
Posted 04 December 2013 - 02:55 AM
Yep. And I read somewhere else people who say that the new spawn points are good. Shame on them (and on us, because PGI will say "hey the community reacted absolutely well to that genius change, it's all working as intended" and the matchmaker will keep screwing up more and more and more than it did until now.
#3
Posted 04 December 2013 - 06:37 AM
I posted in the patch day thread the same thing. Steamrolls are MUCH more likely to happen now with these crazy spawn points. Don't get me wrong, I'm all for switching spawns up here and there, but the current system is not "Working As Intended™"
What I would much rather see if a revert to the old spawn system, and the addition of multiple possible sets of random spawn points. This would add flavor to the game without the steamroll due to gratuitous spread of lances.
What I would much rather see if a revert to the old spawn system, and the addition of multiple possible sets of random spawn points. This would add flavor to the game without the steamroll due to gratuitous spread of lances.
#4
Posted 05 December 2013 - 02:18 AM
My main issue is it now comes down to a random factor, ie what lance makeup you have, unless you are in a premade in which case you are probably going to mow down your opposite lance. There is little to no chance of organising a team wide strategy when you always make contact long before you manage to meet up with the rest of them.
#5
Posted 05 December 2013 - 04:51 PM
John MatriX82, on 04 December 2013 - 02:55 AM, said:
Yep. And I read somewhere else people who say that the new spawn points are good. Shame on them (and on us, because PGI will say "hey the community reacted absolutely well to that genius change, it's all working as intended" and the matchmaker will keep screwing up more and more and more than it did until now.
Change is good... The game was getting really boring.. The new spawn points gives us something new to deal with...
Whether it is too close on not... That is up to debate..
I don't know.. The aim for the attacker type is to kill and cause as much damage as possible before you die, has never changed...
#6
Posted 05 December 2013 - 05:50 PM
For those that need context, smurfy's mechlab saves the day:
http://mwo.smurfy-ne...esert&m=assault
The team starting from the SW spawn has players spawning @ E4 and the team starting from the NE spawn has players spawning @ D5.
Those mechs would inevitably spot and likely engage each other in under 15 seconds.
That in itself is a problem.
http://mwo.smurfy-ne...esert&m=assault
The team starting from the SW spawn has players spawning @ E4 and the team starting from the NE spawn has players spawning @ D5.
Those mechs would inevitably spot and likely engage each other in under 15 seconds.
That in itself is a problem.
Edited by Deathlike, 05 December 2013 - 05:51 PM.
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