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We Need To Be Able To Pick Where We Drop.


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#1 TheBossHammer

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Posted 02 April 2015 - 04:24 PM

It should not be a valid tactic to spawn camp one of the drops to go up 10 kills and remove a lance from the game. Can we please get an option to spawn at one of the other drop points?

#2 Mystere

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Posted 02 April 2015 - 04:40 PM

There is a way to do what you are saying. As such I suggest you look for the relevant post that gives the instructions. I can't remember the poster's name, though.

#3 Count Zero 74

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Posted 02 April 2015 - 04:46 PM

To get to Omega on Sulphur foe example you have to move past the spawn zones so its only naturall to kill anything that drops in front or behind you.

And yes there is a way to switch Spawn Zones. Let's say the enemy camps the spawn from Alpha Lance, then anyone from Alphs that dies calls out he's dead and someone takes company command, moves him to another lance, resigns command.

Different lance = different spawn

#4 TheBossHammer

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Posted 02 April 2015 - 04:57 PM

View PostCount Zero 74, on 02 April 2015 - 04:46 PM, said:

To get to Omega on Sulphur foe example you have to move past the spawn zones so its only naturall to kill anything that drops in front or behind you.

And yes there is a way to switch Spawn Zones. Let's say the enemy camps the spawn from Alpha Lance, then anyone from Alphs that dies calls out he's dead and someone takes company command, moves him to another lance, resigns command.

Different lance = different spawn

That doesn't solve the problem. You still lose 10 of your team's mechs or so before that works, or at a minimum, 4.

You should be able to spawn at any point from the start of the match, after the initial spawn, and it shouldn't take the intervention of the commander to do so. There should never be a situation in which death occurs simply because the enemy knows where you are going to spawn. Any game with respawns either moves you away from the enemy or lets you do so yourself, and why we can't just pick a point on the map is beyond me.

Edited by TheBossHammer, 02 April 2015 - 04:59 PM.


#5 pbiggz

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Posted 02 April 2015 - 05:49 PM

relevant



#6 Aresye

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Posted 02 April 2015 - 06:03 PM

View PostTheBossHammer, on 02 April 2015 - 04:57 PM, said:

That doesn't solve the problem. You still lose 10 of your team's mechs or so before that works, or at a minimum, 4.


As long as the player is moved to a different lance before they're physically in the dropship heading in, they can be successfully be moved to another one of the 3 drop zones.

Really this is only a problem for the defending team on Sulfurous, although it happens from time to time with the defending side of Boreal as well. It doesn't matter if I'm doing solo CW or dropping with a group. If I get Sulfurous, I'm taking company command. A part of me cries inside when watching a team get spawn camped on Sulfurous from alpha gate, because it's 100% preventable.

#7 That Dawg

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Posted 02 April 2015 - 06:24 PM

View PostAresye, on 02 April 2015 - 06:03 PM, said:


As long as the player is moved to a different lance before they're physically in the dropship heading in, they can be successfully be moved to another one of the 3 drop zones.




that is simply too difficult for a mixed group of pugs to do, and those are the most likely to get spawn camped.

#8 TheBossHammer

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Posted 02 April 2015 - 06:31 PM

View PostAresye, on 02 April 2015 - 06:03 PM, said:


As long as the player is moved to a different lance before they're physically in the dropship heading in, they can be successfully be moved to another one of the 3 drop zones.

Really this is only a problem for the defending team on Sulfurous, although it happens from time to time with the defending side of Boreal as well. It doesn't matter if I'm doing solo CW or dropping with a group. If I get Sulfurous, I'm taking company command. A part of me cries inside when watching a team get spawn camped on Sulfurous from alpha gate, because it's 100% preventable.

I get what you're saying now, you mean move the guy as he spawns, then move him back.

Still, this shouldn't be necessary. It doesn't take much code to just let each player pick their spawn point, and it means the commander has to do a ton of extra management that he shouldn't have to do.

#9 Deathlike

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Posted 02 April 2015 - 06:42 PM

AFAIK, you have to be the Company Commander, and move the person (or yourself) into a different drop location.

Unfortunately, this requires you to know/memorize the drop location of each spawn... so I suggest using smurfy's map info to find out.

#10 Romeo Deluxe

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Posted 02 April 2015 - 06:43 PM

You started another thread about the same thing being discussed in several other threads. Spawn camping is a legitamate tactic with caveats. There are many suggestions in those other threads about how to balance it.

#11 xWiredx

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Posted 02 April 2015 - 06:43 PM

Gears of War 3 had a nice system where if the enemy team pushed too far toward your spawn point you switched spawns with them until they pushed back that way, back and forth forever like that. It definitely helped. Obviously this would not be IDEAL for MWO, but it would be a good idea to modify a bit.

I'm thinking this: have 4 drop locations on the map that both teams can use. Then at the very least, if PGI thinks its better design to control where players drop with an algorithm they can do that. If they deem it wise, they could allow us to pick which one of those drop points we want to drop into. It would require a bit of UI work where you would have to select your mech and point, but I don't see that being a huge problem. Then they would want to increase drop frequency to 15 seconds instead of 30, though, or they would make it a player-based timer instead of a global time for dropping.

#12 B L O O D W I T C H

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Posted 02 April 2015 - 06:47 PM

As someone who's taking command and in constantly sorting droppoints (i rarely lose more of 2 of my teammates to spawncampong (and it's often their own fault for not be able to wait a couple of seconds to drop)) for my teammates, i can't agree with OP.

#13 ArchSight

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Posted 02 April 2015 - 08:47 PM

View PostRomeo Deluxe, on 02 April 2015 - 06:43 PM, said:

You started another thread about the same thing being discussed in several other threads. Spawn camping is a legitamate tactic with caveats. There are many suggestions in those other threads about how to balance it.

It doesn't matter if killing a player before they can control their unit/mech is a legitimate tactic. It's bad game design to have player's unable to play. If the player can't play there isn't any point in trying to play the game. Game designer's want player's to play their game. If players can't play out the game, it's bad game design.

View Postpbiggz, on 02 April 2015 - 05:49 PM, said:

relevant



Yup, that game spawned from history of many games where spawn killing has happened. It was a sight to be hold that defeated the great spawn killing of the past. It could of been the next halo but auto-aim was put into the game. It wasn't hackers but the own developers or publisher who knows who ordered It in. All went down hill after that. I even won a free copy from beta testing that game with the devs autographs on it. It was fun in beta. Too bad what happened to it.

Edited by ArchSight, 02 April 2015 - 09:03 PM.


#14 Romeo Deluxe

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Posted 02 April 2015 - 09:00 PM

View PostArchSight, on 02 April 2015 - 08:47 PM, said:

It doesn't matter if killing a player before they can control their unit/mech is a legitimate tactic. It's bad game design to have player's unable to play. If the player can't play there isn't any point in trying to play the game. Game designer's want player's to play their game. If players can't play out the game, it's bad game design.

Let me give you some links since you aren't acknowledging what I said.
http://mwomercs.com/...ost__p__4326968
Read all of page 2 of that link above.

http://mwomercs.com/...ost__p__4327386
Just one post but if you really want to dig into it read the whole thread.

Wait, getting one more, dude had good suggestions all nicely formatted. These forums are bad at looking up stuff, there is no list of followed threads >.< .....

I give up finding that other post or might have gotten it confused with this one about game modes & maps. Anyways, back to GXP grinding.

In direct response to what you said as a final thought, which is actually touched on by several people in some of those linked posts, there should be an opportunity to fight over the LZ. This adds to the game, doesn't take away from it. You can still win the LZ back on some maps but on some maps it is nearly hopeless. So yes, it needs work, not elimination.

Edited by Romeo Deluxe, 02 April 2015 - 09:21 PM.


#15 Ace Selin

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Posted 04 April 2015 - 03:14 AM

Being able to select spawn point for each drop is a great idea & needs to be implemented.

Edited by Ace Selin, 04 April 2015 - 03:14 AM.


#16 That Dawg

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Posted 04 April 2015 - 04:52 AM

View PostAce Selin, on 04 April 2015 - 03:14 AM, said:

Being able to select spawn point for each drop is a great idea & needs to be implemented.


they could double the number of drop points, or spread the three out further.

Make the drop point a quick, easy thing to do while sitting waiting to drop AND make the map appear!! SEE where the red and blue triangles are BEFORE you become a pitbull chew toy.


My last two CW battles for a long long time to come were last night, second wave very organized and aggressive drop just rolled my solo pug drop and camped the drop site hiding behind buildings till the drop was out of laser range.

#17 Lord0fHats

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Posted 04 April 2015 - 04:57 AM

View PostDeathlike, on 02 April 2015 - 06:42 PM, said:

AFAIK, you have to be the Company Commander, and move the person (or yourself) into a different drop location.

Unfortunately, this requires you to know/memorize the drop location of each spawn... so I suggest using smurfy's map info to find out.


Unless I'm mistaken (some should check this) I believe that the locations for spawn are always, facing out from the drop doze and starting on the left; Alpha, Beta, Charlie. At the very least I know it's that set up on Sulfurous. Alpha drops in C2, Beta by Omega, and Charlie in F2.

#18 Jon Gotham

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Posted 04 April 2015 - 06:52 AM

AC GLint has a thread in the feature suggestions area of the forums. I have just bumped it, also passed it onto Tina Benoit. I suggest you all have look at his idea and do the same.

#19 HARDKOR

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Posted 04 April 2015 - 07:19 AM

View PostTheBossHammer, on 02 April 2015 - 04:57 PM, said:

That doesn't solve the problem. You still lose 10 of your team's mechs or so before that works, or at a minimum, 4.

You should be able to spawn at any point from the start of the match, after the initial spawn, and it shouldn't take the intervention of the commander to do so. There should never be a situation in which death occurs simply because the enemy knows where you are going to spawn. Any game with respawns either moves you away from the enemy or lets you do so yourself, and why we can't just pick a point on the map is beyond me.


You should be aware enough of whats about to happen before you lose ten mechs. This is ridiculous.

Lemme give you a hint... enemy comes in alpha and you die, it looks like they are taking the hill from you(or maybe you never had it???), you should probably not respawn there unless you think it's best to land amongst your enemies.

It's not a secret suprise attack, you get pushed back. If it takes you three minutes to figure out that this happened, you are not qualified to fight human opponents.

View PostThat Dawg, on 04 April 2015 - 04:52 AM, said:

Make the drop point a quick, easy thing to do while sitting waiting to drop AND make the map appear!! SEE where the red and blue triangles are BEFORE you become a pitbull chew toy.


Yes, they should do this. In the mean time, you do have control of the situation and can help your team by using the knowledge gained in this and 20 other threads, to move them/you out of harms way.

Posted Image

Edited by HARDKOR, 04 April 2015 - 07:19 AM.


#20 White Bear 84

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Posted 04 April 2015 - 07:25 AM

Have dropships that drop turrets to keep the landing zone secure. Seems stupid for an invasion with recurring drops to not have a secured drop zone that any mans urbie could waltz into...

Might be hard to set up for defenders on the boreal and sulphur map cause they are so close to the objectives and this would add an unfair advantage, but you get the idea...

Edited by White Bear 84, 04 April 2015 - 07:26 AM.






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