Intel Gathering: Map Spawn Points
#21
Posted 19 February 2021 - 12:25 AM
Also stop spawning the heaviest mech in the alpha lance with groups. It has to be the worst feeling imaginable when you are dropped on maps like tourmaline or HPG with a group of 3 lights in an annihilator.
#22
Posted 19 February 2021 - 01:44 AM
#23
Posted 19 February 2021 - 02:07 AM
It had appeared when PGI changed Alpha Lance to be including heavy mechs. But WHY was it done?
#24
Posted 19 February 2021 - 02:25 AM
Jettrik Ryflix, on 18 February 2021 - 07:20 PM, said:
I would like to enhance this suggestion a bit: give the means to select the drop locations (from several possible choices) to the team commander. This will require to rework the drop preparation screen (where the button "ready" resides).
#25
Posted 19 February 2021 - 03:04 AM
Cichol Balor, on 19 February 2021 - 12:25 AM, said:
Also stop spawning the heaviest mech in the alpha lance with groups. It has to be the worst feeling imaginable when you are dropped on maps like tourmaline or HPG with a group of 3 lights in an annihilator.
especially when you get dropped into that one spawn point out in the open with absolutely no cover... then a light spots you and every missile boat on the other team has a field day.
#26
Posted 19 February 2021 - 03:31 AM
So the second action (after pressing "Override" (-> can't this be made default via configuration?)) is that all mechs turn around and increase speed. AND: bumping into each other.
If the initial heading would be better in respect to the question "do I need to turn immediately?", light mechs would enter battle without having lost already 5-10 % of their leg armor.
I'd like a setting where every lance is layed out in a way that when simply pressing forward, the direction is not awkward and no collision will occur.
An additional request would be to place the mechs +50 m afar from each other, so that collisions are even more unlikely to occur.
You might argue that this is due to all mechs being dropped from adjacent mechbays, but I'd counter: it is stated that all mechs use some sort of drop jumpjets to guarantee a soft landing (even if they're not fitted with regular jumpjets). I can see no reason why these don't allow slight adjustments while traveling to ground. And even if it's unrealistic (lore-wise), it would (at least for me) provide a better gameplay.
#27
Posted 19 February 2021 - 03:41 AM
Wormflush, on 19 February 2021 - 03:31 AM, said:
So the second action (after pressing "Override" (-> can't this be made default via configuration?)) is that all mechs turn around and increase speed. AND: bumping into each other.
If the initial heading would be better in respect to the question "do I need to turn immediately?", light mechs would enter battle without having lost already 5-10 % of their leg armor.
I'd like a setting where every lance is layed out in a way that when simply pressing forward, the direction is not awkward and no collision will occur.
An additional request would be to place the mechs +50 m afar from each other, so that collisions are even more unlikely to occur.
You might argue that this is due to all mechs being dropped from adjacent mechbays, but I'd counter: it is stated that all mechs use some sort of drop jumpjets to guarantee a soft landing (even if they're not fitted with regular jumpjets). I can see no reason why these don't allow slight adjustments while traveling to ground. And even if it's unrealistic (lore-wise), it would (at least for me) provide a better gameplay.
or even just spread out the drop pattern by a few more meters.. the problem is more that the mechs get dropped so close together that any non synchronized movements result in a collision... If the mechs are spread apart more, then the probability of that collision will go down.
#28
Posted 19 February 2021 - 04:37 AM
shift alpha into bravo, bravo into charlie, and charlie spawn into the new spawn now located in g6. And if there's issue with cap placement being biased in team 1 favor, shift it slightly towards team 2.
bam, simple fix. basically same thing with domination, minus the fact that charlie lance is already in the spot it's meant to be.
Not sure how hard it is to do that fix, but it'll absolutely flatten out the stupid nascar rushes that occur for alpha lance on team 2 everytime a match happens.
#29
Posted 19 February 2021 - 05:26 AM
#30
Posted 19 February 2021 - 05:40 AM
#31
Posted 19 February 2021 - 07:00 AM
#32
Posted 19 February 2021 - 07:50 AM
#33
Posted 19 February 2021 - 07:58 AM
I assume there's a good reason, but off the top of my head I can't come up with one that's convincing enough to warrant all the effort necessary to balance individual spawn points, hence I'd also go with a single drop point for all 'Mechs.
#34
Posted 19 February 2021 - 08:11 AM
#35
Posted 19 February 2021 - 08:23 AM
BuckleUp, on 18 February 2021 - 06:58 PM, said:
um, there's no way to tell where the assault will end up before the battle (other than seeing the icons when landing). So I ask, how will the developers honor this request?
As for my take on this. There's only one map, and one only, that gets my irk, and that's Forge. Each time, regardless of where I land, the spawns are terrible. Reason: 1) their height; 2) way too steep. To the point on both, a player has to use JJ's to just get down from there, and most Assaults, don't have JJ equipped.
So please fix these spawn points. Make them not so steep and hard to get out of.
#36
Posted 19 February 2021 - 08:35 AM
But Frozen city (one of them) has a drop point for assualts that literally puts them in the path of the enemy team and the main path leads them to instant death... every single time..
Giraffe Beta, on 18 February 2021 - 11:27 PM, said:
^This
Forest Colony Please stop dropping the assaults out in the ocean miles from the rest of the team (usually with light mechs)..
A drop in Tourmaline Assault lance nearly always gets them destroyed.. trying to get to their team mates.
Canyon Network drops Assaults in to the valleys and it takes half the match to get to the battle as there is no way up. Not drop points but related, please fix the trenches in Hibernal and Canyon Network mechs just cannot get up the slopes..
Why must you drop the mechs backwards near the edge of the map in Solaris, Polar and Terra..
Lastly i'd like to echo others and say please drop all three lances together.
Edited by Samial, 19 February 2021 - 08:47 AM.
#37
Posted 19 February 2021 - 09:08 AM
#38
Posted 19 February 2021 - 09:31 AM
#39
Posted 19 February 2021 - 09:31 AM
Beyond that, a lot of suggestions of just moving spawns closer together is accurate... I don't think I have anything else specific to add to this at the moment.
#40
Posted 19 February 2021 - 12:01 PM
Edited by CowwsMOO, 19 February 2021 - 12:02 PM.
5 user(s) are reading this topic
0 members, 5 guests, 0 anonymous users