Jump to content

Dear Devs, Fix The Spawn Positions Please.


21 replies to this topic

#1 Tripzter

    Member

  • PipPipPipPipPipPip
  • 341 posts

Posted 17 January 2016 - 06:46 PM

Why is it that assaults ALWAYS spawn in the corner of the map and facing the wrong way?

Also why are the 3 lances so separated where they are literally screwed on some maps? For example on Tourmaline desert one of the lances spawns ~ 1km away from 2 enemy lances. Usually that lance dies first because of this problem. The spawn locations are so bad you spawn further from your friendly team than to the enemy.

Fix the broken spawn locations please.

Edited by Tripzter, 15 February 2016 - 07:02 PM.


#2 Gamuray

    Member

  • PipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 866 posts

Posted 17 January 2016 - 07:59 PM

Get your obvious logic out of here you reasonable person! Posted Image

But yes.. you are right. If confirmation was your pursuit.

#3 KrazedOmega

    Member

  • PipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 499 posts
  • LocationSaskatchewan, Canada

Posted 17 January 2016 - 08:13 PM

View PostTripzter, on 17 January 2016 - 06:46 PM, said:

Why is it that assaults ALWAYS spawn in the corner and of the map and facing the wrong way?

It just makes no sense why the slowest mechs in the game get thrown furthest away from the battle as possible.


Yep. Or just have the lances an even distribution of mechs like they used to be, instead of lumping all the weight classes into the same lance.

Assault lance spawns at the farthest point in Alpine? FML...

#4 Cementi

    Member

  • PipPipPipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 779 posts

Posted 17 January 2016 - 08:20 PM

I see these posts alot.

I approve of every single one of them no matter how many threads get started on the same topic.

The spawns need to be fixed, and this is coming from someone who usually runs faster mechs and can take advantage of isolated assaults.

#5 Tripzter

    Member

  • PipPipPipPipPipPip
  • 341 posts

Posted 23 January 2016 - 11:16 AM

Bump. Still not fixed.

#6 Tripzter

    Member

  • PipPipPipPipPipPip
  • 341 posts

Posted 24 January 2016 - 05:57 PM

Bump, back up to top.

#7 Nightmare1

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 7,636 posts
  • Twitch: Link
  • LocationPeeking over your shoulder while eating your cookies.

Posted 24 January 2016 - 06:36 PM

I would dearly love to see the old, single spawn point return! Let the six spawn points per map remain, but put all 12 Mechs at a single spawn that is randomly chosen. That would add a bit more to the scouting role for Light Mechs since you really wouldn't know where your enemy is. Just let Team 1's spawn be randomly selected from the 6 available, and then let Team 2's spawn be picked from the remaining 5. They may spawn within rock-throwing distance of each other or on opposite sides of the map.

I bet it would go a long ways towards utilizing the full map too!

#8 LordNothing

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 17,647 posts

Posted 24 January 2016 - 11:20 PM

also spread them out a little, im tired of having to pry myself off of the afk to get going.

#9 Tripzter

    Member

  • PipPipPipPipPipPip
  • 341 posts

Posted 25 January 2016 - 06:42 PM

Back up to top, still not fixed.

#10 Tripzter

    Member

  • PipPipPipPipPipPip
  • 341 posts

Posted 26 January 2016 - 08:14 PM

Bump, back up to top, still broken.

#11 Mech Jager

    Member

  • PipPipPipPipPip
  • The Money Maker
  • The Money Maker
  • 122 posts

Posted 26 January 2016 - 11:56 PM

Not as bad on some maps, but on larger maps it adds insult to injury especially on Alpine.

I would be OK with just identifying which maps the slowest mech should not drop at on spot and keep the other 2 random

#12 Yozzman

    Member

  • PipPipPipPipPipPip
  • The Ardent
  • The Ardent
  • 273 posts

Posted 27 January 2016 - 12:00 AM

Agreed, they need some real fixing... Slow assaults get ****** so bad because of this.

#13 Tripzter

    Member

  • PipPipPipPipPipPip
  • 341 posts

Posted 30 January 2016 - 12:19 PM

Daily bump, back up to top.

#14 Tripzter

    Member

  • PipPipPipPipPipPip
  • 341 posts

Posted 13 February 2016 - 02:24 PM

And bump.. PGI get your crap together..

#15 Tripzter

    Member

  • PipPipPipPipPipPip
  • 341 posts

Posted 15 February 2016 - 06:56 PM

Bump.

#16 WrathOfDeadguy

    Member

  • PipPipPipPipPipPipPipPip
  • The Pest
  • The Pest
  • 1,951 posts

Posted 15 February 2016 - 07:15 PM

They've managed to provide reasonable, closely-spaced spawns on Polar Highlands- the largest skirmish/assault/conquest map to date- but not on Frozen City, which is one of the smallest.

Reality disconnect much? Immediate rendezvous with team on the one map where we actually have time to regroup after spawning several minutes before enemy contact, but not on the maps where we often don't?

Silly.

#17 Tripzter

    Member

  • PipPipPipPipPipPip
  • 341 posts

Posted 15 February 2016 - 07:22 PM

Big problem is they need to go back and fix the broken spawns. Again tourmaline desert is a perfect example.

The south lance has to go through open space about 1500 to 2000 meters just to get to cover or a safe space while 2 of the enemy lances have a direct shot at you from cover. If you go completely around you'll get left behind and get ambushed anyways.

Edited by Tripzter, 15 February 2016 - 07:25 PM.


#18 Tripzter

    Member

  • PipPipPipPipPipPip
  • 341 posts

Posted 18 February 2016 - 08:45 PM

Still broke devs.

#19 Chuck Jager

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 2,031 posts

Posted 18 February 2016 - 09:22 PM

Some maps/modes need slowest 3 mechs at closest route to center of map, especially in pug.

Blitzing some poor sod that you know is newer or in a trial mech is easy enough.

#20 Tripzter

    Member

  • PipPipPipPipPipPip
  • 341 posts

Posted 20 February 2016 - 11:50 AM

Bump.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users