Having >5x the travel time to the objekt, it would be kind to have less spawning time when you have to attack.
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Halfing Spawning Time For Attackers.
Started by Mainhunter, Dec 07 2015 05:27 AM
6 replies to this topic
#1
Posted 07 December 2015 - 05:27 AM
#2
Posted 07 December 2015 - 05:31 AM
I'd say the reverse is needed. The Defending team should already be in place with shorter spawning as they would already have been in the AO before the attackers would start the drop run.
#3
Posted 07 December 2015 - 06:41 AM
This whole thing does not make sense. What kind of commander would drop individual mechs in 30 second intervals into a hot firing zone of 12 enemies for example?
#4
Posted 07 December 2015 - 06:41 AM
Yeah, why not add some boiled oil to the gates. This isn't a single player campaign. Why all the balancing, when you stop at the map design.
#5
Posted 07 December 2015 - 06:48 AM
PFC Carsten, on 07 December 2015 - 06:41 AM, said:
This whole thing does not make sense. What kind of commander would drop individual mechs in 30 second intervals into a hot firing zone of 12 enemies for example?
Great example. The longer the spawn times, the more likely your spawn camped sides mechs arrive at different times. This isn't your Battletech card board game, this is just a shooter without any meaning of "real" behavior.
#6
Posted 07 December 2015 - 06:55 AM
Reduce the drop time so the pugs that have no clue what "regroup" means can blow their their 4 mechs before the rest of the team is through their first?
#7
Posted 07 December 2015 - 09:11 AM
It's not 30 seconds always. It's rather 1-30 seconds. It is the interval of whole dropship animation.
When the first mech of (say) alpha lance dies the countdown starts at 30 sec, if the second one from same lance dies 10 sec after, hell have 20 (30-10) sec countdown and so on till the timer hits 0 and the dropship animation starts.
That's why you see some mechs arriving in same dropship at the same time. It's all about syncing.
So halfing the spawn time will make it 15 sec. which is not enough, the dropship has about 5 sec flying, 10 sec hovering, 5 sec flying away intervals, and you still need couple of seconds treshold to let your pc cache it as an object, etc.
When the first mech of (say) alpha lance dies the countdown starts at 30 sec, if the second one from same lance dies 10 sec after, hell have 20 (30-10) sec countdown and so on till the timer hits 0 and the dropship animation starts.
That's why you see some mechs arriving in same dropship at the same time. It's all about syncing.
So halfing the spawn time will make it 15 sec. which is not enough, the dropship has about 5 sec flying, 10 sec hovering, 5 sec flying away intervals, and you still need couple of seconds treshold to let your pc cache it as an object, etc.
Edited by vocifer, 07 December 2015 - 09:17 AM.
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