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a day ago
Dec 25, 2024, 1:49:07 AM

Reduce the distance you need to run upon spawning to re-enter the primary portions of the map. Cathedreum is one of the worst offenders of spawn trapping. In Capture and Control and sometimes Seize Ground, it takes roughly between 15-20 seconds to re-enter the map upon dying > waiting respawn timer > running back to the main hall in Cathedreum. The other maps are not as bad but still have the same issue. Cutting down the distance and maybe even respawn timers a bit. It would greatly enhance the flow of the game on a natural level and not feel the need to have modifiers interfere such as spawn flips or spawn invincibility. Having less distance to run would also counteract spawn trapping. It would give newly spawned players potentially enough time to finish off a player attempting to spawn trap. Especially if they weakened the enemy before dying. All while it being natural to the players and not the game taking care of them. It also would help with teams being snowballed in objective modes via being able to re-attack objectives more often! This is only the tip of the iceberg on a gameplay level. I very much hope others share my same feelings on this change

Updated 32 minutes ago.
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a day ago
Dec 25, 2024, 1:57:05 AM

I left out an example of what I would suggest. On Cathedreum, cut off the spawn area almost entirely. Instead spawn players on the flat walkway right before you climb the stairs entering your hallway with the open window spots that people jump down from. That cut would keep players engaged and also make them feel like they have more control over objectives when the tough gets going and your team is losing. In the state of the game as it is. I can kill an enemy on my side of the map, and I can run and wait outside of every maps key spawn trapping areas to then kill the enemy I just killed running back from spawn.

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