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Fix The Damn Spawns.


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#21 Torgun

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Posted 14 October 2014 - 04:23 AM

View PostBLOOD WOLF, on 14 October 2014 - 04:22 AM, said:

dude, that makes no sense.


I think you make no sense if you can't see the obvious sensibility in that post.

#22 BLOOD WOLF

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Posted 14 October 2014 - 04:26 AM

View PostSirius Drake, on 14 October 2014 - 04:22 AM, said:


Because player behaveiour changes?
Maybe the new points even support this stupidity?
Who knows. I don't and i must admit i don't care.
Because the Solution for it is a simple one: teamplay.
I start to sound like a broken LP.


I think the crux of this discussion is the difference between the solo and group que. That is where the op"s problem lay. More subjective to him but nonetheless..

#23 poopenshire

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Posted 14 October 2014 - 04:27 AM

the idea has merit. I wouldn't mind seeing each map (especially Conquest and Assault) have more than 1 set of spawn points. As well move the bases. Alpine Peaks is the most obvious choice, with so many base locations possible, we could have a set rotation every 3 to 6 months that the base locations and capture points move. It would keep things on their toes, and stop the NASCAR style races that set up on so many maps.

#24 Sirius Drake

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Posted 14 October 2014 - 04:29 AM

View Postpoopenshire, on 14 October 2014 - 04:27 AM, said:

the idea has merit. I wouldn't mind seeing each map (especially Conquest and Assault) have more than 1 set of spawn points. As well move the bases. Alpine Peaks is the most obvious choice, with so many base locations possible, we could have a set rotation every 3 to 6 months that the base locations and capture points move. It would keep things on their toes, and stop the NASCAR style races that set up on so many maps.


Why not shift them every game?
But yes, nice idea.

#25 Elfman

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Posted 14 October 2014 - 04:30 AM

or have 4 spawn points per map (bases) and choose 2 randomly each time game starts

#26 Sirius Drake

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Posted 14 October 2014 - 04:31 AM

View PostBLOOD WOLF, on 14 October 2014 - 04:26 AM, said:


I think the crux of this discussion is the difference between the solo and group que. That is where the op"s problem lay. More subjective to him but nonetheless..


Yeah i got this.
But even in the most infamous solo this is a team game.
Dropping solo dosen't free you from playing with your team and not against it by beeing plain stupid (not talking about the OP. I mean the suiciders).

#27 Torgun

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Posted 14 October 2014 - 04:32 AM

View PostSirius Drake, on 14 October 2014 - 04:22 AM, said:

Because player behaveiour changes?
Maybe the new points even support this stupidity?
Who knows. I don't and i must admit i don't care.
Because the Solution for it is a simple one: teamplay.
I start to sound like a broken LP.


An example. River city. It takes about 10 secs for enemy lights to reach your team Charlie and harass them, but it takes about 20 sec for Charlie assaults to reach their own Bravo point. The spawn point is basically leaving Charlie out to dry, and lower city is way too small and open for 12 players to defend well. Spawn points drop you in a serious disadvantage from get go. Makes zero sense, especially demanding people to overcome the obvious disadvantage with teamwork as a sensible solution. The obvious answer should be to stop spreading out the team all over due to bad spawn points.

Edited by Torgun, 14 October 2014 - 04:33 AM.


#28 VanillaG

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Posted 14 October 2014 - 04:37 AM

One thing I noticed last night in the solo queue was all of the assaults would be put in the same lance and it trickled down to the other classes as well. It was not as reliable as the assaults but other classes would be mostly the same class. Now at least the slow pokes would have some team mates with them making it less likely that a solo assault gets left behind.

#29 Sirius Drake

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Posted 14 October 2014 - 04:38 AM

View PostTorgun, on 14 October 2014 - 04:32 AM, said:


An example. River city. It takes about 10 secs for enemy lights to reach your team Charlie and harass them, but it takes about 20 sec for Charlie assaults to reach their own Bravo point. The spawn point is basically leaving Charlie out to dry, and lower city is way too small and open for 12 players to defend well. Spawn points drop you in a serious disadvantage from get go. Makes zero sense, especially demanding people to overcome the obvious disadvantage with teamwork as a sensible solution. The obvious answer should be to stop spreading out the team all over due to bad spawn points.


Strange thing is that we, as the premade we are, hardly have this problem.
So i have to doubt the amounts of time you are useing.


#30 BLOOD WOLF

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Posted 14 October 2014 - 04:39 AM

If teamwork is the sensible solution; I think that is the best solution. I have seen many different tactics beeing used. Things are not as predictable ad they seem. I have yet to be in a serious drop with my team to where the spawns were the downfall

#31 Torgun

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Posted 14 October 2014 - 04:40 AM

View PostSirius Drake, on 14 October 2014 - 04:38 AM, said:

Strange thing is that we, as the premade we are, hardly have this problem.
So i have to doubt the amounts of time you are useing.


Doubt it all you want, it's happening all the time. It might be a less viable tactic on group play, but the spawn points in River City are crap.

Edited by Torgun, 14 October 2014 - 04:42 AM.


#32 Duke Nedo

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Posted 14 October 2014 - 04:40 AM

+1, the skirmish spawns in River city are horrible, on both sides. Same for tourmaline, that one is even worse than River city if you spawn in a DWF imo, an entire lance is just over the ridge and they can start firing at you from range 3 seconds into the game and you have a long walk to safety... best bet is perhaps to power down and hope they miss you. :)

#33 BLOOD WOLF

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Posted 14 October 2014 - 04:41 AM

Pugs, well they are not that bad. My wwins are still higher than losses in my solo drops

#34 Sirius Drake

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Posted 14 October 2014 - 04:43 AM

View PostBLOOD WOLF, on 14 October 2014 - 04:39 AM, said:

If teamwork is the sensible solution; I think that is the best solution. I have seen many different tactics beeing used. Things are not as predictable ad they seem. I have yet to be in a serious drop with my team to where the spawns were the downfall


Well they can be.
If you drop with (random example) 8 people you will get up to 2 teams to fill the 12.
If they don't do as you ask them to do it can get a serious problem.
But then its a problem of teamplay again.

View PostTorgun, on 14 October 2014 - 04:40 AM, said:


Doubt it all you want, it's happening all the time. I might be a less viable tactic on group play, but the spawn points in River City are crap.


It is a very valid tactic.
So yeah, i continue to doubt.
I guess i will check it myself later today.

#35 BLOOD WOLF

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Posted 14 October 2014 - 04:45 AM

View PostDuke Nedo, on 14 October 2014 - 04:40 AM, said:

+1, the skirmish spawns in River city are horrible, on both sides. Same for tourmaline, that one is even worse than River city if you spawn in a DWF imo, an entire lance is just over the ridge and they can start firing at you from range 3 seconds into the game and you have a long walk to safety... best bet is perhaps to power down and hope they miss you. :)

My only problem in assualt mechs is getting the team to push when I make an opening

#36 -Natural Selection-

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Posted 14 October 2014 - 05:13 AM

Skirmish River City spawns. Enough said..

#37 Bront

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Posted 14 October 2014 - 05:26 AM

Spawn points on Tourmaline, Crimson, River City, and Alpine need to be tightened up a bit. Other maps aren't too bad. HPG spread makes sense given the way the map works, and Canyon Network drop spots aren't that bad.

I do like that they've started grouping up larger mechs, so you get fewer mechs being left alone, and it does help if you get some tactics out in chat early, though in a PUG match, you're lucky if even half the team listens.

#38 DaisuSaikoro Nagasawa

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Posted 14 October 2014 - 05:28 AM

View PostBLOOD WOLF, on 14 October 2014 - 03:38 AM, said:

You have some bad games, so you harp on the forums?


Sadly all the time.

The spawns are fine. Teams just need to be mindful and perhaps not do the same danged movements in drops.

#39 BLOOD WOLF

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Posted 14 October 2014 - 10:16 AM

I agree. All player's, even casual ones need to to at least learn advanced basic piloting

#40 Orbit Rain

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Posted 16 October 2014 - 11:31 AM

The grouping spawn points by weight experiment is a failure, one side is inevitably screwed over by spawning an assault lance so far away, the battle's over by the time they get there.





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