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Fix The Horrible Spawn Locations Already...


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#1 Tripzter

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Posted 06 March 2015 - 09:48 PM

This is specifically regarding Tourmaline Desert but other map spawn locations are also bad.
On Tourmaline Desert one lance of one team spawns right in front of 2 enemy lances.
Fix it.

#2 Gamuray

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Posted 06 March 2015 - 10:08 PM

Am in agreement with changing locations on offending maps.

#3 El Bandito

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Posted 06 March 2015 - 10:11 PM

In Skirmish mode, I wish to change the drop points for River City/Night, Caustic, and perhaps Alpine.

#4 CocoaJin

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Posted 06 March 2015 - 10:57 PM

I've never seen spawns that put opponents so close to each other...how is that?

#5 Cyborne Elemental

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Posted 06 March 2015 - 10:58 PM

River City, Alpine spawn placements pretty much decide the outcome of the game, they need to be changed.

#6 Alistair Winter

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Posted 06 March 2015 - 11:49 PM

I agree that spawn locations are horrible, but I would rather see lances moved closer to the enemy than to friendly lances. When 3 friendly lances spawn in close proximty, you get deathball tactics in every damned match. It's just absurdly boring.

#7 Impossible Wasabi

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Posted 06 March 2015 - 11:52 PM

Spawns need some serious work, it's not fun when the Assault lance gets rolled in 15 seconds because of spawns.

#8 BellatorMonk

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Posted 07 March 2015 - 12:00 AM

The spawns are really a minor problem. The main problem is people Nascaring at the start and leaving entire lances of fatties to die to a few lights who back bite them as the rest of the smarter enemy deploys and attacks the lance left behind.
It is almost the first rule of pugs these days.."Thou shalt not form up on the Assault Lance".

#9 Sean von Steinike

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Posted 07 March 2015 - 12:52 AM

It would be nice if the spawns were randomized some as well, particularly on the big maps.

#10 Tripzter

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Posted 07 March 2015 - 10:38 PM

Whats the problem with putting everyone on 1 spot? 12 mechs together on 3 squares one next to the other...

#11 Sean von Steinike

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Posted 07 March 2015 - 11:31 PM

View PostTripzter, on 07 March 2015 - 10:38 PM, said:

Whats the problem with putting everyone on 1 spot? 12 mechs together on 3 squares one next to the other...

There was too much start of match friendly fire with idiots testing their weapons into their teammates' backs.

#12 LordKnightFandragon

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Posted 07 March 2015 - 11:58 PM

View PostBellatorMonk, on 07 March 2015 - 12:00 AM, said:

The spawns are really a minor problem. The main problem is people Nascaring at the start and leaving entire lances of fatties to die to a few lights who back bite them as the rest of the smarter enemy deploys and attacks the lance left behind.
It is almost the first rule of pugs these days.."Thou shalt not form up on the Assault Lance".


And its kinda sad how a lance of lights and a lance of assaults, the assaults are the ones that are screwed....

#13 schlagetot

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Posted 10 January 2016 - 08:44 AM

Bit of Necromancy here, but hey I did use the "Search" function, so:

Horrible spawn locations:


Frozen City (Night): B4

Assaults spawn there by default it seems, 9 out of 10 times the red team just rushes B4 and you struggle getting 4 slow movers even onto the plateau. The ramp leading upwards is an easily blocked deathtrap. Alternatives are swinging left to where Theta would be on Conquest, but this cuts you off from the rest of your team, plus no way to intervene in the fighting raging in the city. bad idea.

Other alternative is moving back and using the A3 ramp, costing you at least 2 mins and again offering no way to support your team.

Major advantage to the team starting on the south side.

Alpine Peaks L7

Again, the assault lance always seems to start out here, at least when I have the misfortune of dropping on Alpine, which is an extremely limited and boring to play map on assault/skirm mode despite its size: It is take the hill I10 H10, the rest of the map just never matters.

Decent map for conquest mode though, the gamma cap point is a bit far from the action but otherwise you usually get varied movements and shifting hotspots here.

My 2c.

#14 JudgeDeathCZ

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Posted 10 January 2016 - 08:50 AM

yea that B4 frozen city spawn is horrible.
Forest colony back spawn on any side is rly bad if there are full lance of assaults...

#15 Moldur

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Posted 10 January 2016 - 08:55 AM

Slow mediums that end up in the light lance get the shortest end of the stick. It's pretty much a death sentence on some maps.

#16 Nightmare1

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Posted 10 January 2016 - 10:54 AM

Spawn points should never have been split up like they were. PGI ought to fix them back to the old way of everyone spawning together. Keep all the current spawn points, just put all 12 Mechs in them when they drop, and let the spawn point be selected at random from one of the three options. That would make things more interesting since you wouldn't know where the enemy is spawning, as well as improving gameplay since you won't have the one lance that always gets waylaid.

#17 GrimRiver

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Posted 10 January 2016 - 10:58 AM

Yes and on caustic too, I can't tell you how many time the assaults have been hit by a whole light lance within 20 second of match.

#18 Cyborne Elemental

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Posted 10 January 2016 - 11:29 AM

Almost a year later, and we're still talking about this..

wtf.

#19 Dimento Graven

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Posted 10 January 2016 - 11:45 AM

Yeah, I don't get what is so hard about generating multiple spawn points, randomizing which lance gets put in which spawn point.

It's ridiculous that a game this recent doesn't have the ability to 'mix up' the spawn points.

We don't have to have it completely random, but each map probably has DOZENS of places that would be good to spawn from and just have RNGesus decide.

As it is, in the solo queue with the hard coded lance assignments of:
Alpha: Light - Medium
Bravo: Medium - Heavy
Charlie: Heavy Assault

It's ridiculous that the assault lance usually spawns in THE most inconvenient locations (as mentioned before specifically in Frozen City and Alpine Peaks), or that in maps like Tourmaline lances are spread so g'damn far for one side it makes grouping up extremely difficult.

It's like the person designing and building these maps DOES NOT PLAY this game at all.

All it takes is 3 drops in an assault on Frozen City Skirmish mode to realize, "Gee, this is F'D in the A big time. By the time my lumbering assault makes it up that damn ramp, the enemy has two lances looking for me. If I go to the left, I risk getting killed by those charging the ramp. If I go to the right I take my assault armor and firepower out of the match until I can get my lumbering butt back into the battle, AS WELL AS risk getting cored in the *** by those 'mechs charging that ramp."

I do NOT believe the person making these maps, assigning spawn locations, play this game in more than a passing fashion.

#20 Mech Jager

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Posted 10 January 2016 - 02:11 PM

View PostEl Bandito, on 06 March 2015 - 10:11 PM, said:

In Skirmish mode, I wish to change the drop points for River City/Night, Caustic, and perhaps Alpine.

Especially Alpine, If assaults are far Lance against higher Tier players it is a victory for the other team unless they are terribad.
Yes there are option that can be done, but you are still at a huge disadvantage. I stick the games out but there is nothing worse than not even having the option to overheat in battle because by the time you get to the enemy you may be down 6 players.

Yes Nascar is avoidable, and yes I check my map, but some drop locations/combos need to be avoided





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