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Arenas - Respawning at the Same Spot

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited August 2010 in PvP Gameplay
I just can't help thinking that Cryptic's reworking Arenas, where players respawn at the same spawn site is a smart thing.

Right now, if one side completely dominates their opponents, they can vitually spawn camp and quickly pick off respawned players. This doesn't give the opponents a chance to regroup and restrategize. Instead, it quickly develops into Zerg Tactics.


Can't help but to think the previous random sites was a bit more fair in this regard. But players should respawn in completely safe locations and give them a chance to strategize than being blown to bits as soon as they spawn.


(FYI, This did not happen to me. But have seen plenty of matches where the fight quickly ends up at the opponents side in Tier 2 FvK).
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    +1, please fix this cryptic.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    I really think this is a good idea gone horribly wrong. Rather than spawning always at the original spawn or at the closest spawn (it's hard to tell which is actually the case here), second-closest or closest-without-enemies would be better, ala Call of Duty.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    well it would also be nice to give respawning ships time to reg up power levels or protect the spawnpoint in some way... like an inherent dampening field around it or something. the situation as it is is just stupid.
    i mean we even try to get people to move out of their spawn zone, because even if we do not intend to spawn camp the situation arises that it happens.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    I hate to admit it, but I do agree that there should be some way to give the people who die a chance to recover. But I do like that they are trying to fix things and improve things..:rolleyes:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    Yeah...bit mixed, was in a game where we were essentially spawncamped by the Klingons; Needless to say we lost like 15-2, but somehow I also feel that the fact that people were not "full-impulsing" in the middle of the Klingon force helped a bit as it wasn't a continuous 5v1 match (it happens sooooo often).

    Also, the fact that I had the best DPS and healing in the game (in a Science ship...Intrepid refit mind you, just acquired and was still experimenting with it) tells me I wasn't too lucky team-wise...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    I'm actually with you 100% on this point. Respawning in the starting point (or closest to the main group, whichever it is) is really not a very good thing.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    Greetings,

    My Fleet and I have found that the *Feds* tend to respawn at either their original gate or a gate closest to the battle. Whereas the Klingon ships are still spawning at far away gates a great deal of the time.

    Can we put this back to random? Or use the same ruleset for everyone?

    Yours in deployment Plasma,
    Star*Dagger
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    i agree i was in one such match this morning i on my kling & we totaly spawn camped ..
    this does need to be fixed to random points.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    I have been in many matches where the feds do not move away from their original spawn gate so of course we kdf start our attack in that location. we (in most cases but not all) start picking them off one by one and sure enough they start respawning one by one in the battlezone so we immediatley start attacking them as they respawn, its a forced spawncamping because if we do not attack them as they respawn then they start attacking us. its mostly the escorts and science ships that are being camped because the cruisers can hold out while the escorts and science ships are killed in seconds because they just keep spawning in the middle of the battle. the game is quickly over and no fun at all. i think that until cryptic fixes this issue it might be smart for feds to immediatley move somewhere else as soon as the match starts like in the middle of the map. that way its fair for everyone when they respawn as it is an equal distance back to the fighting zone.

    on the other hand if the attack by the kdf is not going so well and we start dieing out , if we are able to take out any fed ships it is immediatley back in the game after the 8, or whatever it is, sec respawn delay making it impossible to make any headway in defeating or breaking up the fedball. and it also takes killed off kdf ships alot longer to get back into the battle due to the distance they have to travel to get back to the otherside of the map.

    so it can really be an advantage or disadvantage to either faction depending how the opening attack goes. i think the solution to this to completly randomize respawn points giving neither side any advantages.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    LOL- yeah this one sucks badly. I got caught by a bunch of Feds in Kerrat, who were using this to thier advantage. Caught me off gaurd I must say.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    I honestly never understood that with Borg Hunt. :rolleyes:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    Yeah this happend to some feds today on a cracked map and it got to the point that I just cloaked up
    and quit firing cause it just didnt feel right.

    Cryptic fix this ASAP!!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    Azurian wrote: »
    I just can't help thinking that Cryptic's reworking Arenas, where players respawn at the same spawn site is a smart thing.

    Right now, if one side completely dominates their opponents, they can vitually spawn camp and quickly pick off respawned players. This doesn't give the opponents a chance to regroup and restrategize. Instead, it quickly develops into Zerg Tactics.


    Can't help but to think the previous random sites was a bit more fair in this regard. But players should respawn in completely safe locations and give them a chance to strategize than being blown to bits as soon as they spawn.


    (FYI, This did not happen to me. But have seen plenty of matches where the fight quickly ends up at the opponents side in Tier 2 FvK).

    I am sure that cryptic put this in as a handicap for the fed or it’s a BUG that is what they always say. Anyway it turned out to be a bad thing for the fed now they can’t stay out of fire on respawn and have no chance to regroup. And it is only the feds that do this so please explain yourself DEVS.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    I dont think its a bug.. and thats the worst part is so horribly broken... the worst part is ppl who wait at spawn to take advantage of it... loose the initial fight, and then its to their disadvantage.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    Zorena wrote:
    I dont think its a bug.. and thats the worst part is so horribly broken... the worst part is ppl who wait at spawn to take advantage of it... loose the initial fight, and then its to their disadvantage.

    But cryptic will say that once they fined out the feds hate what they did and its only the feds it happen to so I wonder why it was put in place in the first place. Really think about it why would cryptic do something like this my only guess would have to be a handicap to help feds from spreading
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    It should be changed so that it changes the spawn in point based on where the other team is. It should choose a point that's a minimum 30 km away and not change it unless the other team gets within 20, for instance.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    Zorena wrote:
    I dont think its a bug.. and thats the worst part is so horribly broken... the worst part is ppl who wait at spawn to take advantage of it... loose the initial fight, and then its to their disadvantage.
    People don't wait at the spawn point to take advantage of the respawns, they do it for two reasons.

    Reason one is that if you move off the spawn point, team mates who are late zoning in may not find you. And if they do find you then chances are whoever started the team will be too busy fighting to send out an invite, and most players don't have the presence of mind to click on someone and "request to join". This is less of an issue now that matches are closed after a minute or two (which is kind of stupid IMO), but the bahavior is already pretty ingrained.

    The second reason is that once you start moving, it's most likely that some jackwagon is going to think it's a race and just keep going. Or they'll dcide that they know a better place to move too. Or they'll start moving late so they get singled out and picked off. Full Impulse is the number one cause of Fed losses, so it's better if you just don't use it at all for any reason than risk some ADHD baby misusing it.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    inktomi19d wrote: »
    People don't wait at the spawn point to take advantage of the respawns, they do it for two reasons.

    Reason one is that if you move off the spawn point, team mates who are late zoning in may not find you. And if they do find you then chances are whoever started the team will be too busy fighting to send out an invite, and most players don't have the presence of mind to click on someone and "request to join". This is less of an issue now that matches are closed after a minute or two (which is kind of stupid IMO), but the bahavior is already pretty ingrained.

    With the current awful queue system you don't really have to worry about peeps zoning in late to a game
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    Dekkameron wrote: »
    With the current awful queue system you don't really have to worry about peeps zoning in late to a game
    Yeah I know, but it's hard to break the habit.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2010
    I seem to recall a match where Feds charged the Klink spawn (we were on the way to them but they shot past) and once we got back to it we kept respawning right into the fire fight too. It doesn't happen often though so I'm not sure if it was a fluke or what.
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