Since a certain spawn camping unit has been banned for a while, can we get the old spawns back for the older maps with the spread out generators? The "protected" spawns just offer a bottleneck to trap defenders once the attackers gain the advantage. It also leads to terribad CW players trying to lurm and snipe while you try to fight, they're just wasting a slot a better pilot could of taken. With the old spawns the dropship MVP could do a lot more damage and help to overwhelmed defenders, last but not least, the far away spawns make it harder to respond as a defender because you are no longer hot dropping into the mix.
2
Cw Map Spawns
Started by Poisoner, Dec 14 2015 09:38 PM
8 replies to this topic
#1
Posted 14 December 2015 - 09:38 PM
#2
Posted 14 December 2015 - 09:44 PM
I'd hate to assume that you mean that you only want this for the Dropships to be the MVP in the match, which I would again assume was not PGI's intent when they added the OP laser vomit but then again they are buffing them again in the patch tomorrow so who knows what lurks in the minds at PGI...lol
#3
Posted 15 December 2015 - 06:10 AM
SkippyT72, on 14 December 2015 - 09:44 PM, said:
I'd hate to assume that you mean that you only want this for the Dropships to be the MVP in the match, which I would again assume was not PGI's intent when they added the OP laser vomit but then again they are buffing them again in the patch tomorrow so who knows what lurks in the minds at PGI...lol
Obviously you did not get the "dropship mvp" reference.
#4
Posted 15 December 2015 - 06:45 AM
Uhhh... one unit wasn't the problem with the entire spawn arrangement. The problem was that by pushing toward the objective the attacking team naturally wound up fighting at the defender's spawns.
#5
Posted 15 December 2015 - 06:55 AM
Seen many counter attack games where as the defender we have to push out because the attackers just refuse to even come in. So it becomes a binary set where we can either wait 30 minutes cleaning lint out of our navels or we can push in and end the match. Then the name calling starts, spawn campers, farmers yada yada.
The game currently offers no option of surrender. And now they want make DropShip Jebus even MORE deadly.
Why not just create a turret system in the spawn sites that has the firepower and indestructibility of a dropship. Only make it so that it only fires at ANY mech that spends more than 30 seconds lingering in a dropzone. Force the defenders out to fight. Force the attackers to limit how long they can spawn camp.
The game currently offers no option of surrender. And now they want make DropShip Jebus even MORE deadly.
Why not just create a turret system in the spawn sites that has the firepower and indestructibility of a dropship. Only make it so that it only fires at ANY mech that spends more than 30 seconds lingering in a dropzone. Force the defenders out to fight. Force the attackers to limit how long they can spawn camp.
#6
Posted 15 December 2015 - 07:05 AM
Here's my "simple" fix:
- revert back to old spawns
- add a hangar in the back where players can spawn
- allow players the ability to chose spawn point every time they spawn in (dropship 1, dropship 2, dropship 3 or hangar)
- if nothing is chosen they spawn at original point
- spawn user at hangar if chosen dropship points are used up
Edited by StalaggtIKE, 15 December 2015 - 07:08 AM.
#7
Posted 15 December 2015 - 07:16 AM
StalaggtIKE, on 15 December 2015 - 07:05 AM, said:
Here's my "simple" fix:
- revert back to old spawns
- add a hangar in the back where players can spawn
- allow players the ability to chose spawn point every time they spawn in (dropship 1, dropship 2, dropship 3 or hangar)
- if nothing is chosen they spawn at original point
- spawn user at hangar if chosen dropship points are used up
Even simpler: just pick which of three DZs you land in.
#8
Posted 15 December 2015 - 08:33 AM
I would greatly prefer it if the Dropships had certain extra functionality -
* When a Dropship comes to drop off fresh mechs, any other friendly mechs who have been in the game for 3min+ AND are hanging about in the dropzone are then picked up and carted off, counting as lost mechs.
This would serve to clean up disconnects and dissuade teams from using dropships as part of their defense strategy.
It also shaves a few minutes off the end of match by having a "clean as you go" mentality to disconnected players rather than an end of match farm session with the Dropships being the only clear winners.
* When a Dropship comes to drop off fresh mechs, any other friendly mechs who have been in the game for 3min+ AND are hanging about in the dropzone are then picked up and carted off, counting as lost mechs.
This would serve to clean up disconnects and dissuade teams from using dropships as part of their defense strategy.
It also shaves a few minutes off the end of match by having a "clean as you go" mentality to disconnected players rather than an end of match farm session with the Dropships being the only clear winners.
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