- Mikelp_1
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- Exalted Mythic Member
Ohai, I'm Loscocco (pronounced Loss-cocoa). I'm a college student (computer science major), 3D animator, and long-time Halo player.
Posted by: Neo Kaiser 0
Posted by: Mikelp_1
However, I don't like that ideology because the spawns aren't like GOW: people spawn over a huge fraction of the map, not in one confined space. Buffing people upon spawn just gives them an unnecessary upper-hand and discourages map control and movement for the other team.
I like the ideology because the main factor in spawncamping is bad spawn locations and that moment where you need to gain your bearings. In Hemorrhage it's especially bad since the only way to defend yourself (Plasma Pistol) is inside the base and you always spawn outside it with no chance to get to the base in time.
I think it encourages map control, now they have to set themselves back at a decent distance to inflict enough damage without wasting shots into players with immunity. The will need to keep them confined to their side of the map while they score the flag rather then just boost their stats for bragging rights. This will at least make the Invasion gametype more bearable to play (especially Spire).
and besides, if your team can still be spawncamped with say, 10 seconds of 100% damage resistance, then you truely do suck.
First off: the main factor in spawncamping is a bad opposing team. Teams get spawn camped because the team has NO coordination, no ability to get the slightest bit of map control: basically the team has to fail horrendously at every important aspect within the first minute of a game...or the map is too unbalanced to even be in matchmaking.
No matter how frustrating a spawn trap is, there is no way of stating that it wasn't your team's fault for letting it happen. You can blame something like a Banshee being OP, but then why didn't your team get it first? You can blame the other team for being located in a position that overlooks your base, but why didn't your team fend them off from there initially? Etc...
Second: lets take a different map than hemorrhage. Take Paradiso: you have the ability to spawn at or around Laser Spawn (or Banshee Spawn on Utopie) or near a teleporter. That overlooks an entire half of the map. You can also spawn by the hills in the middle on the other side of the mountain (shotgun/ sniper spawn).
You spawn in one of those locations and you are able to tank through any enemy located on an HUGE percentage of the map- almost 3/4 of it. In those few seconds, you are given a free ticket to winning back map control because the enemy simply can't fight you because the game feels bad for you. It stops being about actually being better than the enemy, but a tug-of-war between two teams and their spawn traits instead.
Now take a map as small as Zealot, where running by freshly spawned opponents is much more common, and it basically means that you lose whenever someone spawns.
On top of that, the trait would render objective gametypes impossible. When something like a flag is stolen, you have a bunch of freshly spawned opponents charging you. Kinda unfair if there is no way for your team to help protect you, right?