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Fix The Horrible Spawn Locations Already...


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#21 Trauglodyte

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Posted 10 January 2016 - 03:34 PM

If I remember correctly, and I could be wrong here, they split up the lances when they added in the Conquest game mode. They did that to give the far side spawn points some competitive. I could be totally wrong but that is how I remember it. Sadly, the Charlie Lance spawn is always the furthest away from the others so they're either out on an island, thus making it a toss up on how they'll fair (skill varies, obviously) against their closest opponents, or they're so far away from where the other two lances initiate combat that it makes it so that one side often has an unfair advantage in firepower.

#22 Funkmaster Rick

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Posted 10 January 2016 - 04:22 PM

I had a thought on this.

So they fly us onto a battlefield, hot-dropping our 'mechs from a few storeys up. Presumably there's some sort of Ares Conventions throwback going on to explain how we're limiting our deployment to three lances of 'mechs and nothing more, why neither team has satellite coverage and a complete support team updating their battlefield maps at all times, and why the wide range of normally-available detection and communication suites are limited to basic telemetry sharing and a mixture of visible spectrum/infrared/photomultiplier technology. All of this is water under the suspension bridge of disbelief if we call it a form of limited warfare. Fits the universe perfectly.

But why would they ever deign to drop their three lances far enough apart that they don't have immediate support from all other lances? Why would they ever risk losing a single one of these valuable, irreplaceable warmachines to a start-of-round ambush when they could instead drop them much closer to eachother and almost completely nullify that possibility while also giving the commander the tactical flexibility to deploy his forces as he sees fit from that point on? Why drop them in positions where they're relatively isolated, and where the terrain dictates either they remain separate from the team (thus weakening themselves and the team) or the entire team devotes its time to forming up (in which case the terrain they end up forming up on might actually be bad terrain, but the only option due to the initial disposition of drop resources)? It's just asking for an ambush.

But don't forget that suspension bridge. When I'm in the cockpit gearing up to blow holes through enemy 'mechs, I'd rather not have the opportunity to think about the drop disposition as a game feature. I want it to be a universe feature. Don't give me excuses to stop suspending my disbelief. =/

#23 Rhent

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Posted 10 January 2016 - 04:27 PM

View PostTripzter, on 06 March 2015 - 09:48 PM, said:

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.


The OP is most likely talking about the E3 drop location on Tourmaline.

http://mwo.smurfy-ne...inedesert&m=tdm

#24 Clint Steel

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Posted 10 January 2016 - 07:11 PM

Yep spawns are still bad. They should at least be random, so the other team can't rush one lance.

#25 Khobai

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Posted 10 January 2016 - 07:14 PM

PGI definitely needs to fix the horrible spawns and fix hillclimbing for assaults too while theyre at it.

#26 Troutmonkey

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Posted 10 January 2016 - 09:36 PM

In Canyon Skirmish, the side that spawns on the low ground generally loses. Between the low ground and the deep canyons the team tends to spread out and get rained down on from above.

In Frozen City skirmish the assault lance spawns way out front, right next to two enemy lances. It doesn't usually end well.

Other maps seem "fine", but I would love for varied spawn placements (say 3 per map) so that each match starts out slightly differently and recon becomes more important





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