EVERYTHING sounds good except the immunity timer -general agreement?. - Page 4 - PlanetSide Universe
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Old 2013-01-10, 10:26 AM   [Ignore Me] #46
psijaka
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Re: EVERYTHING sounds good except the immunity timer -general agreement?.


Originally Posted by Neurotoxin View Post
Immunity til the player has provided input and received a response. I hate spawning to find myself dead to someone who killed me before I had control of the character. But once I have control of the character, I should be fair game. No player who is able to attack and inflict damage should be immune to damage, only players who are not yet able to control their character.
^ this

I'm occasionally guilty of farming hapless sunderer spawnees who have not "woken up" yet. Easy headshots if they are motionless for a second or 2, too easy.

A short immunity timer to oversome this would be appropriate; not too long mind you.

And yes, OP, everything else does sound good, multiple steps in the right direction.
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Old 2013-01-10, 10:47 AM   [Ignore Me] #47
NewSith
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Re: EVERYTHING sounds good except the immunity timer -general agreement?.


As long as the thing works so you are vulnerable after moving your mouse and/or shooting - it's okay.


Dying before my loading screen disappears happens to me alot; especially when triple loading bug occurs.



As for people here saying that it is a backdoor for Invulnerability hacks, - the game already has it. Admin console allows you to do things, you don't normally do, like flying, not taking damage, teleporting, spawning vehicles in random places...
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Originally Posted by CutterJohn View Post
Shields.. these are a decent compromise between the console jockeys that want recharging health, and the glorious pc gaming master race that generally doesn't.

Last edited by NewSith; 2013-01-10 at 11:29 AM.
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Old 2013-01-10, 11:09 AM   [Ignore Me] #48
maradine
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Re: EVERYTHING sounds good except the immunity timer -general agreement?.


Originally Posted by Frotang View Post
Here is a scenario . . .
As opposed to the medic just, you know, shooting the guy.

Brother, I feel you, but that's hella contrived.

Last edited by maradine; 2013-01-10 at 11:23 AM.
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Old 2013-01-10, 11:18 AM   [Ignore Me] #49
Rahabib
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Re: EVERYTHING sounds good except the immunity timer -general agreement?.


if its only 2 seconds, I could live with it. But they better show indication of who is invulnerable - like a blue cloud or something.
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Old 2013-01-10, 01:28 PM   [Ignore Me] #50
Frotang
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Originally Posted by maradine View Post
As opposed to the medic just, you know, shooting the guy.

Brother, I feel you, but that's hella contrived.
Lol ya i needed to think of a better scenario but u get the jist of it. As long as the invulnerability is cancled upon any sort of keyboard / mouse input and/or after a set time period then it will work fine. It's just that Higby's vague description of the parameters for breaking invuln dont make it sound that way, we shall see though.

Last edited by Frotang; 2013-01-10 at 02:33 PM.
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Old 2013-01-10, 02:09 PM   [Ignore Me] #51
typhaon
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Re: EVERYTHING sounds good except the immunity timer -general agreement?.


Feels like an example of trying to fix a problem... where there isn't one.
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Old 2013-01-10, 07:22 PM   [Ignore Me] #52
LeefyG
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Re: EVERYTHING sounds good except the immunity timer -general agreement?.


My opinion:

If you accept a revive, you should die if you're shot. Even if invulnerability lasted only 1-2 seconds and broke upon any input, that's enough time for an opponent to empty most of a clip and then have the revived player unload for an easy kill. A logical player would use this to their advantage upon every revive. It also gives enough time to scout the area, hear where fire is coming from, plan an attack, know what mouse movements need to be made, a direction to sprint in, etc.

Any spawn invulnerability turns a tactical disadvantage into a potential tactical advantage. It rewards players for making poor spawn choices.

Someone a few pages ago mentioned that this would make for better/longer infantry battles and maybe allow infantry to seek cover from vehicle spam while they're reloading. Probably true

This is a great change for players who are new or more casual, and likely a majority of the PS2 playerbase, so I can see why SOE would include this in their first large "we're listening to community feedback" patch.

Personally, I hated this in Battlefield 3 and I assume the same will be the case however it is implemented in PS2. I have no problem getting slaughtered if I knowingly spawn into a shitstorm instead of somewhere behind shields.

edit: One thing I would like to see is for players to not appear until they've loaded the game, which might fix some of the desire for spawn invulernability? I dunno.

Last edited by LeefyG; 2013-01-10 at 07:24 PM.
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Old 2013-01-10, 10:33 PM   [Ignore Me] #53
StumpyTheOzzie
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Re: EVERYTHING sounds good except the immunity timer -general agreement?.


Originally Posted by LeefyG View Post
edit: One thing I would like to see is for players to not appear until they've loaded the game, which might fix some of the desire for spawn invulernability? I dunno.
Yeah, well, that'd be ideal for me. I don't like seeing the loading screen, then the death animation and nothing in-between. It's obvious I've just been farmed and I don't like that.

I don't care how they stop it, but I don't want to be a target without having any capacity to defend myself at all - and I'm not talking about a medic vs a tank here. I'm talking about not having control of my character but being a target for others to shoot at. That's not fair.
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