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Spawn Points At River City - Skirmish


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#1 FlipOver

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Posted 08 September 2014 - 06:31 AM

The spawn points at River City when in Skirmish mode need to be changed!!

@ PGI:
I know you pay little attention to most suggestions out here, but this one isn't the typical "change something because I can't adapt" kind of suggestion.

The maps is River City, the mode is Skirmish and the spawns are like this:
Posted Image

I see this happen to everyone piloting a slow assault on the red circle Spawns.
The match starts and before people get to any decent cover, the assaults spawning at D2 will be attacked before they get to B4 (for some cover).
Now, some continue their slow walk to D4, while others might have to stop and fight back due to low armor in the back.

In these circumstances there is always the same outcome: Lances in the green circle keep moving to chase the enemy while the ones fighting in the open will die and with luck might take one or 2 enemies down with them.

This is a huge handicap for that team.

So I suggest the spawn points be changed but only slightly so in the first 30 seconds of play, most players can get to cover even if they only go at 30-50 kph.

This is the only map where this happens over 90% of the time one assault starts at that sapwn point.

Please do something about it.

Thanks,
FlipOver

Edit - For the record my slowest mech goes at over 62kph, so this never was a problem for myself but I see others and makes the map too lopsided. Once you start and check which class mechs are at that spawn, you immediately know if you will be handicapped or not.

Edited by FlipOver, 08 September 2014 - 06:35 AM.


#2 Kalimaster

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Posted 08 September 2014 - 07:09 AM

I must agree with this post. The spawn points need to be adjusted. A better placement for these needs to be addressed.

#3 Tarogato

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Posted 08 September 2014 - 11:11 AM

I've said this before and I'll say it again: we should have more than one set of spawn points for each map/mode combination.
So the current spawns are Set A. Then maybe Set B could be Blue on the 2 line, Red on the 4 line. Then Set C could be entire Blue team on B2, entire Red on D4. Do variations like this on every map.

As for this current spawn set up, the solution is to have your team (blue) rush D2. I've done it in pugs and I've won almost every match I used that tactic in. Haven't tried it with groups, but I expect the result would be marginally similar. The idea is that the D2 lance moves up to prevent the enemy from advancing and as a result creates a safe passage for the other two lances to cross the D/E line and form a company defense. Try it sometime. =]

#4 Wrathful-Khan

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Posted 08 September 2014 - 11:26 AM

View PostTarogato, on 08 September 2014 - 11:11 AM, said:

we should have more than one set of spawn points for each map/mode combination.


yes. yes. yes. yes. yes.

Surely this couldn't be uber time consuming and would add so many more dimensions to every single map/match.

EDIT: I'd also like to add that a lot of the maps have similar imbalances the way they are.

Edited by Indiandream, 08 September 2014 - 11:27 AM.






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