Fix Spawn-Safety

lnsupportablelnsupportable Posts: 46Member Beginner
CQC Deathmatch. I rush the enemy base, suddenly get confronted with someone who just spawned. He can kill me, I can't kill him. This is fucking garbage. Could you fix this problem? Just make him unable to deal damage during the time of his spawn-invulnerability, so it makes sense again, thanks.

Insupportable [ 2007 CQC-Veteran ]

Level: 48
Kills: 125'000
K/D: 1,94
Clan: Legends

Comments

  • llfr4nllllfr4nll Posts: 110Member Beginner
    It is for the balance. You can't do respawn camp, it would be unfair play.
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  • R3voxWRR3voxWR Posts: 568Member Intermediate
    Yeah I think it's quite fair. Otherwise there would be only spawnkill in DeathMatch.
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  • luger55luger55 Posts: 25Member Beginner
    Indeed
  • lnsupportablelnsupportable Posts: 46Member Beginner
    Well, I don't get quite the logic behind that. If you spawncamp then, it wouldn't make any sense, because people would just shoot the one who's waiting for them and vice versa. Plus the team who is getting "spawnkilled" still has the advantage of being more people - imagine if only one of the spawnkillers dies, he has to walk to the other base again - during that time, the other team has more players to defend their base.

    Other scenario: If the upperhanded team would wait outside and rush inside the enemy base 3 seconds after the enemies spawned, it would be exactly the same as it is now, so I don't see the problem of changing the spawn-safety, spawnkillers always existed and this wouldn't change anything.

    This fix would make sense.

    Insupportable [ 2007 CQC-Veteran ]

    Level: 48
    Kills: 125'000
    K/D: 1,94
    Clan: Legends

  • luger55luger55 Posts: 25Member Beginner
    Are you really trying to argue, that spawn protection is pointless in its' core concept?

    The reason why spawn protection is useful, is that if your Team gets eliminated or an enemy Player sneaks inside of your base, you as the spawner still get to choose how to take the fight instead of spawning at a dedicated spawning spot with the back to your oponent, not beeing able to do anything.

    It Forces the oponents to back off a Little bit instead of beeing rewarded for overextending, resulting in the Team that is getting pushed into the spawn to get a Basic Team lineup to be able to backpush again.

    The whole concept of spawn protection is keeping the fight from your base in spawning situations, since the enemy Team Camping/pushing there obviously gets into a disadvantaged possition in a spawning Phase, resulting in forcing the main fight to be more centristic mapdesign wise instead of rushing and Camping spawnspots half of the game.

    So yeah... spawn protection is a useful Thing and shall not be removed.
    Killingtime
  • DruidaDruida Posts: 387Member Trainee
    Spawn protection dont work on me :) i can be kileld before i can press 3 for a weapon, cause it not work on all gamer
    On the other hand same gamer still have protection on them after a few kills even after a few minuts it is an old hack luckily less and less time see this :)
  • lnsupportablelnsupportable Posts: 46Member Beginner
    "Are you really trying to argue, that spawn protection is pointless in its' core concept?"

    Yes.

    As I tried to explain above your comment, maybe read it again. And by the way, most of the time I rush alone in the enemy base...

    Insupportable [ 2007 CQC-Veteran ]

    Level: 48
    Kills: 125'000
    K/D: 1,94
    Clan: Legends

  • luger55luger55 Posts: 25Member Beginner
    You just made a case that spawn protection would only be useful if it's permanent and location based, speaking of the game will result in baseturtling cause everyone is immortal there.

    Yes, having a delta T of 3 seconds in the equation is useful to keep the timeframe of not getting preaimed in the predetermined spawnlocation quite reasonable.

    There is literally nothing you could say that makes the concept of spawnprotection suddenly be pointless.
    As I explained above.

    [quote]The reason why spawn protection is useful, is that if your Team gets eliminated or an enemy Player sneaks inside of your base, you as the spawner still get to choose how to take the fight instead of spawning at a dedicated spawning spot with the back to your oponent, not beeing able to do anything.

    It Forces the oponents to back off a Little bit instead of beeing rewarded for overextending, resulting in the Team that is getting pushed into the spawn to get a Basic Team lineup to be able to backpush again.[/quote]

    Killingtime
  • lnsupportablelnsupportable Posts: 46Member Beginner
    It was annoying, that's why I created this topic, obviously admins don't give a shit about that, I didn't expect something to happen anyways. And I still think it's a good idea unless it's a proven total fail ingame. But whatever - Topic can be closed.

    Insupportable [ 2007 CQC-Veteran ]

    Level: 48
    Kills: 125'000
    K/D: 1,94
    Clan: Legends

  • HGMApexHGMApex Posts: 65WR GM Beginner
    We will talk about this but I dont see anything changing in the spawn shield time.
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