- con_extreme
- |
- Intrepid Legendary Member
Posted by: SKYDROME
OK, con_extreme, you're getting attacked from most sides right now, because you're talking out of your arse. The rest of the guys are angry, but I'm not, so I'm going to try and explain to you why dynamic spawns are bad. Please note that I haven't yet had a cance to play Imago, so I can't talk specifically about that map, but in general, dynamic spawns don't work, and are unpredictable.
When you have static spawns, spawn prediction is normally about controlling your base, and a central area on the map, and then watching how the other team is spawning, and then locking them into a pattern through different spawn points. It's a pretty simple matter, but if you do it wrong, then you often end up screwed. The easiest way to predict spawns is always to find the furthest spawn from the place the enemy last died at, though other things affect this, as I'm sure you know.
Now, in dynamic spawns, this "furthest spawn" thing tends to apply still. The problem is that the game will, I repeat, will randomly decide at one point that the furthest spawn is on the other side of the map, behind you, rather than on the enemies side of the map. You have absolutely no way of knowing when this change is going to occur, which is the problem. Once it occurs, assuming you don't get raped, you can just set up again, facing the other way, but then the spawn switch could happen again.
Basically, while the enemy is spawning on one side, spawn prediction is fine. However, it's impossible to predict when the spawn switch will occur, and this is waht ruins map control on dynamic spawn maps.
no really, the flip is completely predicable, you just need to keep track of what is happening on the map, as long as you keep track of the variables that effect spawning you can predict where they're going to spawn, further more advanced you can set them up in a spawn trap.
the thing is, dynamic spawning punnishes you for trying to control one side of the map, instead you have to control 3/4, instead if pushing hard into where the other team is spawning you kill them and move on, static spawning lets you push into there spawn area and proceede to attack them while they spawn, with dynamic doing this means you've sacrificed map control for spawn killing, it punnishes you for doing so.
static spawning hands spawn trapping to you on a plate, you don't even need to predict where they will spawn, all you have to do is kill them and walk inwards, this causes them to spawn in only one location that can easily be seen, you don't have to know what you're doing to even figure this out, just playing luck a headless chicken will cause the same effect, because it works you end up doing it over and over again, very very little effort is involved.
dynamic just requires you to put in that extra effort, the spawns will flip from just one kill if there are weak zone influences, this how ever is still predictable and can set up in a rotational manner to trap them to only certain points, with weak zones in place the spawns only flip when you push to hard, pushing to hard i mean leaving the control points and pushing into their area, if you didn't push so hard they wouldn't flip and you would have them safely nestled into a spawn trap.
to keep track of things going on just requires communication, callout where the person was when he died to your teammates, callout where you are and going, this information from your entire team comes together to tell you where the other team is going to spawn, then, you call out where they spawned, with each team member keeping track of this information means you can callout where they'll spawn after every kill, this allows you to move in and set up while they're on the respawn screen, what you have done? you've set up a spawn trap, congratulations.