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2012-03-19, 07:05 PM | [Ignore Me] #61 | |||
Colonel
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As for "2000" players, on average, exactly how many enemies are expected to be within firing range during the course of an attack? Note that enemies down below ground that you'll never see unless you bust through to them don't count as far I mean. Last edited by Stardouser; 2012-03-19 at 07:08 PM. |
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2012-03-19, 08:11 PM | [Ignore Me] #62 | |||
Corporal
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Squad spawning is the most atrocious thing in BF games. While you are killing one guy, another spawns behind him, and then another behind him, and.... You run out of ammo and die and their whole squad is back right where they were by the time you spawn. Not having the AMS brought back is one of the biggest mistakes they can make. They want to increase the speed that people get back into the battle but take away the MOST used respawn method? Galaxies being able to land and be used as an "AMS" is absurd. Every single enemy on the field is gonna be able to see a huge ship flying on the edge of the battle and land. Getting a galaxy close is going to be impossible. AMSs were able to get cover in trees, behind walls, small hills, etc. They were also Imperative to have in order to resupply. Which leads me to not being able to manage your own inventory = negative compared to PS1. I'll find the correct thread on that topic...along with 1 grenade.....gonna be a bitch to clear mine fields. |
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2012-03-19, 08:13 PM | [Ignore Me] #63 | |||
Colonel
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If squads want to stick together, squad spawning is absolutely essential. Spawning back somewhere else and having to always fight your back to your squad is hardly conducive to that. Last edited by Stardouser; 2012-03-19 at 08:14 PM. |
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2012-03-19, 08:19 PM | [Ignore Me] #64 | |||
Captain
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You are not supposed to spawn. You are supposed to wait till ressed by medic. Thats what worked in ps1. No respawn till some medic was alive (or your body was totally overrun by enemy) Last edited by ThGlump; 2012-03-19 at 08:21 PM. |
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2012-03-19, 08:21 PM | [Ignore Me] #65 | |||
Colonel
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Who is you? The leader, or ANY squad member? Either way, I'm in total disagreement with allspawning. Kill the leader, kill the squad's respawn ability. Allspawning is not acceptable, in BF, or anywhere else. Don't need to wait for Beta to tell you that. |
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2012-03-19, 08:24 PM | [Ignore Me] #67 | ||
Colonel
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No one should be able to leave or join the squad unless alive, that will prevent changing SL by dropping squad while dead, and they simply shouldn't have a mechanism to change the SL, SL should be determined by who creates the squad.
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2012-03-19, 08:27 PM | [Ignore Me] #68 | ||
Captain
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Im against any squad spawning in general, but what can we do . It was stated by dev somewhere when introducing this, that basic squad spawn is on SL, if specced s on anybody in squad. I suppose no exceptions, so SL can spawn on squad member too.
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2012-03-19, 08:34 PM | [Ignore Me] #70 | |||
Colonel
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I think, though, that a 45 second respawn timer(which is actually too high by far), is more than enough to balance it. 25 seconds would be the sweet spot I think. And I'm sure we can all remind each other BF and PS are different but nevertheless, having seen 45 second and more respawn timers in Project Reality, and instant respawns in BF3(yes, DICE is actually letting people choose to set the respawn timer to zero), I'd say 25 seconds is enough for the Squad Spawn. Assuming, of course, it's SL spawn only, because finding and killing the squad leader should force the SL to run back, period. But this is where their willingness to listen in beta will be tested I suppose. OK, preserve the mechanism, but how would you keep people from doing it in the middle of a firefight? Perhaps a timer that keeps you from doing it more than once per 5 minutes(though everyone simply leaving a squad and the correct leader reforming it seems fine to me)? Of course if they are going to use herpspawning(as allspawning is called), I don't suppose that would matter. So fighting against herpspawning is key. Last edited by Stardouser; 2012-03-19 at 08:36 PM. |
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2012-03-19, 08:46 PM | [Ignore Me] #71 | ||
Captain
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You could lay dead up to 5 minutes if i remember. It was important as deeply behind lines, inside buildings, defending being outnumbered, you could not get back to squad if you respawn. Leaving your defense and counterattacking to save someone who died in bad position was great part of teamplay. I never get that from BF series as you are forced to respawn after 15s - stupid.
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2012-07-07, 06:20 PM | [Ignore Me] #72 | ||
Sergeant Major
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Spawn on squad/beacon = very bad idea. It completely destroys any semblance to a battle-line front-line, everyone just runs around randomly shooting in random directions.
I hate how players randomly spawn behind you in COD, in fact I hate it so much I never purchased a COD game outside of the free one I got when I bought my video card. You want me money? Don't dumb down the game. |
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2012-07-07, 06:41 PM | [Ignore Me] #73 | |||
Major
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To me Squad respawn with POD with a limitation timer is enough also we already have Galaxie and sunderer that serve as a respawn i think its enough also the defenders respawn directly in the facility etc.. I think we are already good for the respawn possibility NO need to have more and no need to cost ressource its just a bad limitation for the billions of Noobs who gona try out this game ! |
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2012-07-08, 02:50 AM | [Ignore Me] #74 | ||
Corporal
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If the devs are going to borrow any idea from the BF series gameplay, spawn-on-squad should be it. All spawn members, no resources, longer spawn timer.
Elite types can whine all they want, but spawn-on-squad makes PUG squads instantly more teamplay oriented, moreso than any other incentive. The drawbacks are insignificant compared to that advantage. Just keep it outside of bases only. |
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2012-07-08, 03:05 AM | [Ignore Me] #75 | |||
Captain
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__________________
No, I shall stand! Sitting is for the weak and feeble. |
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