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Mechs Should Spawn Together In Cover


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#1 Quxudica

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Posted 16 July 2014 - 06:47 AM

At least on large maps. I'm tired of spending 4 minutes walking to my team because it decided to spawn me in the middle of nowhere, or getting chunks of my armor knocked off because it thought starting mechs out in the open, or putting a huge open flat between my squad and the rest of the team, was a good idea. Hell I've had a group of clan mechs rush my spawn point on canyon before my assault could get 200 meters from the spawn point.

All 12 mechs should spawn in the same one or at most two grids on large maps.

#2 mogs01gt

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Posted 16 July 2014 - 07:06 AM

View PostQuxudica, on 16 July 2014 - 06:47 AM, said:

At least on large maps. I'm tired of spending 4 minutes walking to my team because it decided to spawn me in the middle of nowhere, or getting chunks of my armor knocked off because it thought starting mechs out in the open, or putting a huge open flat between my squad and the rest of the team, was a good idea. Hell I've had a group of clan mechs rush my spawn point on canyon before my assault could get 200 meters from the spawn point.

All 12 mechs should spawn in the same one or at most two grids on large maps.

The theory of spawning in different locations supports the aspects of lances.

#3 BatWing

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Posted 16 July 2014 - 07:10 AM

LOL !! My friend .. welcome to MWO, the land of the QQs and the people that plays this game just to "stompo big robots" and then repeat... reload and repeat.. with no sense.

You are possibly a new player, because for other of us, a little bit older on this 'rollercoaster" we HAD the nice Spawns in the past.

it was exactly the way you asked, well.. maybe "not in cover" but at least the team was spawning together.

Wow, that made sense, a team drops together, therefore spawn together! Too easy?? yeah, indeed too easy.

In fact then the "community" of Solo players, not interested in any teamplay, started crying that on large maps it was taking "too long to get into the brawling or even find the enemy, if they spawn so far away!!"

So, .. "large maps"... in MWO there are barely 2 or 3 "large maps" (in my opinion in this game there is nothing resembling a large map, but don t even get me started..).

Therefore the spawn point got modified in the non sense we have today..

that was because if you notice ( and you know that, because you got stormed right after spawn..), the new spawn points are created to facilitate "fast engagement lance vs lance". Which is actually not even completely true, but at least 1 lance spawns very close to the enemy lance, so the options are 2:
1 - either you try to engage the enemy with your single lance (and possibly die because a smart enemy will regroup and obliterate you)

or 2 - you run as fast as you can from your spawn point to try to regroup with the rest of yours. Not always works because quite often, other players "not interested in teamplay" will not give a royal crap you are a slow Assault at 1300 mtrs away who need support, and they will leave you die there, in case the enemy decides to storm you.

Very myopic decision because losing a lance like that will doom the rest of the match.. but hey do not try to explain such "high tactic concepts' to your team mates, only a small percentage will appreciate at least your effort to help.

So, today, thanks to people who considered these maps 'too big" and were bored of having a minimal of 'tactical activity", we spawn with 1 lance on the right, one lance on the left and over 2000 mtrs in between...

Have fun if your speed is anywhere around 50kph....

#4 Bilbo

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Posted 16 July 2014 - 07:14 AM

When I spawn 7 miles away from the team it just mean my flanking action is decided for me. I don't have to figure out where the rest of the team is going because it is never coming to me.

#5 Davegt27

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Posted 16 July 2014 - 07:38 AM

does not bother me one way or the other,
I did get chased down from the rear and killed a few days ago, after I died I typed hey you guys ran off and left me.
you do see some interesting tactics like on HPG manifold you spawn near the bad guys one puts a spot on you as you go through the opening and you get LRM'ed to death (that happened yesterday), I am new to online gaming and to this game and I am more in favor of letting the he game be the game no changes you have to admit those DW mechs where bad sas before they got nerfed

#6 RussianWolf

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Posted 16 July 2014 - 09:12 AM

You honestly aren't having an issue with the spawn distance as you are with the fact that they are fixed. In a real life military drop, assets are going to have some distance between them, but the enemy doesn't know the exact location.

What PGI should do is make each map have 10-15 possible spawn locations and randomize the ones used in each match. This way you would actually need to do some scouting to find the enemy and you wouldn't be as able to blitz attack a lance since you don't know that they are actually there.

Smaller maps like Forrest Colony should have 9-10 possible spawns (per side) and larger maps like Alpine Peaks could have 15-20 per side, Make three overlapping zones, and each lance drops somewhere in its zone.You could have two lances drop almost together, but not all three.

#7 WarHippy

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Posted 16 July 2014 - 10:01 AM

I preferred when we all dropped roughly together, but I am also ok with the lances being spread out some. However, I will say the spawn points need to be adjusted in particular on Tourmaline Desert. I would also much prefer to see the base and spawn points for River City reverted to the original locations. As it is the spawn points are too close together, and the rest of the map is used much less than it used to be.

#8 DAYLEET

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Posted 16 July 2014 - 10:22 AM

View Postmogs01gt, on 16 July 2014 - 07:06 AM, said:

The theory of spawning in different locations supports the aspects of lances.

Yeah and they suck. Remember when everyone spawned together? We had more choices, people could rearange group easily, We are at the mercy of the matchmaker and where we spawned. For all the greatness of roleplaying in tabletop, lances dont work in a multiplayer fps.

Its not fun to be the Dire in Charlie walking the green mile when the rest are lights. They should NOT have to stay behind. If we were closer together like before, the lights could readily go do their things, some medium would follow, some would stick around etc. It would break the whole lance concept of TT and it would be fine. Lets not settle for worse just because.

The lemming walking counterclockwise was not an epidemic back then as far as i can remember.

Edited by DAYLEET, 16 July 2014 - 10:25 AM.


#9 mogs01gt

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Posted 16 July 2014 - 11:02 AM

View PostDAYLEET, on 16 July 2014 - 10:22 AM, said:

Yeah and they suck. Remember when everyone spawned together?

Nope dont remember, plus that sounds too much like COD...

Edited by mogs01gt, 16 July 2014 - 11:03 AM.


#10 Bilbo

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Posted 16 July 2014 - 11:04 AM

View Postmogs01gt, on 16 July 2014 - 11:02 AM, said:


Nope dont remember, plus that sounds too much like COD...

I do and it just meant the death ball formed earlier. It was by no means better.

#11 Zyllos

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Posted 16 July 2014 - 11:13 AM

The only issue with spawns right now is there is no choice of where a lance spawns.

#12 Satan n stuff

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Posted 16 July 2014 - 11:17 AM

View PostDAYLEET, on 16 July 2014 - 10:22 AM, said:

Yeah and they suck. Remember when everyone spawned together? We had more choices, people could rearange group easily, We are at the mercy of the matchmaker and where we spawned. For all the greatness of roleplaying in tabletop, lances dont work in a multiplayer fps.

Its not fun to be the Dire in Charlie walking the green mile when the rest are lights. They should NOT have to stay behind. If we were closer together like before, the lights could readily go do their things, some medium would follow, some would stick around etc. It would break the whole lance concept of TT and it would be fine. Lets not settle for worse just because.

The lemming walking counterclockwise was not an epidemic back then as far as i can remember.

They could at least set the spawns so that in PUG teams assaults are automatically grouped in one lance, at the same spawn. Throw in a heavy to fill out the lance and fill the next lance with heavies and mediums, etc.
The heaviest lance should also never be the farthest from both other lances.
Lances do work if they're actually led by a single commander, they allow for easy execution of maneuvers more complex than are typically used in PUG teams. There are many situations where splitting up is advantageous, having preset lances makes this much easier to organize. You'll likely want lance leaders to call targets for their own lance as you only need 4 mechs on one target to guarantee it's swift destruction, and all lances might not actually have the same targets available.

Edited by Satan n stuff, 16 July 2014 - 11:18 AM.


#13 Green Mamba

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Posted 16 July 2014 - 11:17 AM

Separation was Silly to put in game for a 12 Mech Spawn. Hated ever since it was added

#14 tucsonspeed6

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Posted 16 July 2014 - 11:19 AM

View PostZyllos, on 16 July 2014 - 11:13 AM, said:

The only issue with spawns right now is there is no choice of where a lance spawns.


Potential additional perk of command console?

#15 MechWarrior849305

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Posted 16 July 2014 - 11:23 AM

Play less assaults and more lights maybe, hmmm? :D But... please, don't cry, when you get killed easily

#16 DAYLEET

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Posted 16 July 2014 - 11:30 AM

View PostBilbo, on 16 July 2014 - 11:04 AM, said:

I do and it just meant the death ball formed earlier. It was by no means better.

And said "death ball" wasnt always at the same fkn place like it has been since the new spawn. Its by all means better imo.

View Postmogs01gt, on 16 July 2014 - 11:02 AM, said:

plus that sounds too much like COD...

If you are going to discredit yourself it's best to do so in a flamboyant fashion and you Sir did very well in that manner.

Edited by DAYLEET, 16 July 2014 - 11:31 AM.


#17 Bilbo

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Posted 16 July 2014 - 11:31 AM

View PostDAYLEET, on 16 July 2014 - 11:30 AM, said:


And said "death ball" wasnt always at the same fkn place like it has been since the new spawn. Its by all means better imo.
...

I suppose, if death balls is what you prefer.

#18 DAYLEET

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Posted 16 July 2014 - 11:34 AM

View PostBilbo, on 16 July 2014 - 11:31 AM, said:

I suppose, if death balls is what you prefer.

It's what ive been having with a side of poptart ridgeline. Id rather have 2 big group option than always the same thing we have now, more option is better imo.

edit>> when i say 2 group i mean from the same team.

Edited by DAYLEET, 16 July 2014 - 11:38 AM.


#19 mogs01gt

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Posted 16 July 2014 - 12:21 PM

View PostDAYLEET, on 16 July 2014 - 11:30 AM, said:

If you are going to discredit yourself it's best to do so in a flamboyant fashion and you Sir did very well in that manner.

Da fuq are you talking about?

#20 Lyoto Machida

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Posted 16 July 2014 - 12:52 PM

View PostBatWing, on 16 July 2014 - 07:10 AM, said:

LOL !! My friend .. welcome to MWO, the land of the QQs and the people that plays this game just to "stompo big robots" and then repeat... reload and repeat.. with no sense.

You are possibly a new player, because for other of us, a little bit older on this 'rollercoaster" we HAD the nice Spawns in the past.


Pretty sure the OP is new and not a fan of Battletech, as he advocated only having LRMs coming in from off-map AI units or something in another thread and not allowing them to be equipped on mechs.





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