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Fix The Damn Spawns.


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#1 151st Light Horse Regiment

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Posted 14 October 2014 - 03:35 AM

I see no point or logic in making 3 lances then spawning them all miles from each other.

30 seconds later, lights and mediums from those lances fun away and your assaults get picked off too early by those medium and light mechs from the other team.

Bring it back to how it used to be.

#2 BLOOD WOLF

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Posted 14 October 2014 - 03:38 AM

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

#3 kapusta11

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Posted 14 October 2014 - 03:38 AM

If it were up to me I would leave only skirmish mode with assault spawn points.

#4 BLOOD WOLF

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Posted 14 October 2014 - 03:40 AM

Maybe, players should know better than to leave a man behind

#5 Farix

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Posted 14 October 2014 - 03:44 AM

Spreading the spawn point out was put in place to discourage deathballing. Not that it actually works in practice and I question some of the locations, such as in Crimson Strait and HPG Manifold which puts one lance completely on the other side of the map from the other two lances.

#6 RussianWolf

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Posted 14 October 2014 - 03:45 AM

Spawns need to be randomized in a defined area instead of always in the same 3 points. The larger the map, the larger the defined area. That would make it where those lights wouldn't know exactly where to run in hopes of catching a stray assault, and they might just run into the main body instead.

The spawns aren't the problem, its the predictability.

River city. Oh, everyone run counter clockwise around the center until the fast mechs catch and kill the slower ones and the death ball gets rolling. Assault gets spawned in front of the ship.....sucks to be you.

Predictable.

Edited by RussianWolf, 14 October 2014 - 03:46 AM.


#7 151st Light Horse Regiment

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Posted 14 October 2014 - 03:45 AM

View PostFarix, on 14 October 2014 - 03:44 AM, said:

Spreading the spawn point out was put in place to discourage deathballing. Not that it actually works in practice and I question some of the locations, such as in Crimson Strait and HPG Manifold which puts one lance completely on the other side of the map from the other two lances.


Dont forget alpine peaks.

Take a DWF there and you're basically playing 20 minutes of Hill Climb simulator 2014.

#8 BLOOD WOLF

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Posted 14 October 2014 - 03:49 AM

View PostRussianWolf, on 14 October 2014 - 03:45 AM, said:

Spawns need to be randomized in a defined area instead of always in the same 3 points. The larger the map, the larger the defined area. That would make it where those lights wouldn't know exactly where to run in hopes of catching a stray assault, and they might just run into the main body instead.

The spawns aren't the problem, its the predictability.

River city. Oh, everyone run counter clockwise around the center until the fast mechs catch and kill the slower ones and the death ball gets rolling. Assault gets spawned in front of the ship.....sucks to be you.

Predictable.

The thing is, its not always predictable. Player actions play a huge role, and affect many factors

#9 RussianWolf

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Posted 14 October 2014 - 03:53 AM

View PostBLOOD WOLF, on 14 October 2014 - 03:49 AM, said:

The thing is, its not always predictable. Player actions play a huge role, and affect many factors

in PUGs???

I've tried numerous times to get them to set up a skirmish line and wait for the enemy to come. Half the team runs counter clockwise and the half that stay get obliterated.

The only times I see any other tactic work is in the group queue.

But honestly, I'd rather get obliterated in the first 5 minutes than play chase the tail for 10.

#10 BLOOD WOLF

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Posted 14 October 2014 - 04:00 AM

View PostRussianWolf, on 14 October 2014 - 03:53 AM, said:

in PUGs???

I've tried numerous times to get them to set up a skirmish line and wait for the enemy to come. Half the team runs counter clockwise and the half that stay get obliterated.

The only times I see any other tactic work is in the group queue.

But honestly, I'd rather get obliterated in the first 5 minutes than play chase the tail for 10.

Whether its pugs or not, what I said stands. You cannot say, the spawns are okay in group, but in solo spawns are the problem. I believe the op was also playing solo. So you have to weigh the bias

There is no solution here that people cant exploit

#11 Sirius Drake

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Posted 14 October 2014 - 04:04 AM

Oh, look there! Another assault Pilot that got left to die by his team.

#12 151st Light Horse Regiment

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Posted 14 October 2014 - 04:11 AM

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

Oh, look there! Another assault Pilot that got left to die by his team.


Whats the solution?

Spam team chat with requests for the 12 year old kitfox pilots not to run away and insta-die?

#13 Sirius Drake

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Posted 14 October 2014 - 04:14 AM

View Post151st Light Horse Regiment, on 14 October 2014 - 04:11 AM, said:


Whats the solution?

Spam team chat with requests for the 12 year old kitfox pilots not to run away and insta-die?


I know a lot of people will get very tired of that answer but, yeah, teamplay is the Solution.
It's not like my heart dosen't bleed for him. But in my opinion the spawnpoints aren't the Problem.
Crappy teamplay is the problem

#14 Torgun

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Posted 14 October 2014 - 04:15 AM

Spawn points for Charlie was a mistake from the beginning, but as so much else in MWO, once it's released it's just been left as done.

#15 BLOOD WOLF

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Posted 14 October 2014 - 04:20 AM

View Post151st Light Horse Regiment, on 14 October 2014 - 04:11 AM, said:


Whats the solution?

Spam team chat with requests for the 12 year old kitfox pilots not to run away and insta-die?


There is and are none. At least none to stop a player from insta dying. Judging from what you wrote, the problem is not the spawns. Seems like there is a mention of specific player behavior.

View PostTorgun, on 14 October 2014 - 04:15 AM, said:

Spawn points for Charlie was a mistake from the beginning, but as so much else in MWO, once it's released it's just been left as done.


What are you talking about?

#16 Torgun

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Posted 14 October 2014 - 04:20 AM

View PostBLOOD WOLF, on 14 October 2014 - 04:18 AM, said:

There is and are none. At least none to stop a player from insta dying. Judging from what you wrote, the problem is not the spawns. Seems like there is a mention of specific player behavior.


Actually a spawn point that makes sense would be the obvious solution, but that requires work from PGI so.....

#17 151st Light Horse Regiment

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Posted 14 October 2014 - 04:20 AM

Why didnt we have this problem before the spawns were changed then?

#18 Torgun

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Posted 14 October 2014 - 04:21 AM

View PostBLOOD WOLF, on 14 October 2014 - 04:20 AM, said:

There is and are none. At least none to stop a player from insta dying. Judging from what you wrote, the problem is not the spawns. Seems like there is a mention of specific player behavior.



What are you talking about?


I'm talking about spawn points that are way too close to enemies and way too far from your own team.

#19 BLOOD WOLF

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Posted 14 October 2014 - 04:22 AM

View PostTorgun, on 14 October 2014 - 04:20 AM, said:


Actually a spawn point that makes sense would be the obvious solution, but that requires work from PGI so.....
dude, that makes no sense.

#20 Sirius Drake

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Posted 14 October 2014 - 04:22 AM

View Post151st Light Horse Regiment, on 14 October 2014 - 04:20 AM, said:

Why didnt we have this problem before the spawns were changed then?


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.





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