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GraveledStoopid's avatar
6 years ago

Spawn locations

What’s it going to take for someone to put some thought into spawn locations? The weekly event is unplayable because you have the defending team spawn in place while the attacking team spawns in a different area code. This would be ok, except when one battles all the way to the point only to have the players he just eliminated already back defending. Team swapping already has the game a nightmare, now you give the team with the obvious advantage even more with spawn locations. 

I will also say that knowing the spawn locations has players running from spawn spot to spawn spot rez killing in ALL PVP. The punishment for death in this game is ridiculous for a team based game. How is one to play an actual tank, better yet why would one want to play a tank when they can’t die? I like to mix it up, I’m always in the action-ALWAYS. This game doesn’t even award points for boasts for tanks or anyone who actually doesn’t just run and hide. Why is it so hard to see who is dealing damage, or who absorbed the most damage? The elimination stats are inaccurate to say the least and no one really knows what an assist is anymore. 

The rules in place along with the lack of  ingenuity have set the current unenjoyable parameters in place. Seems that ideas are running short other than to keep adding more filler while the games fundamentals suffer. Time to get back to the basics. 

18 Replies

  • Iron_Guard8's avatar
    Iron_Guard8
    Legend
    6 years ago

    @realitysquared 100% agreed. They need to either revert TT back to 12v12 and/or adjust those spawn points. I haven't even seen the new map yet as I just find the 8v8 matches so terrible to play in their current state and have been sticking to Ops.

  • djbon3saterp's avatar
    djbon3saterp
    6 years ago
    @TheSprinter85 The spawn locations are so far back you spend too much time trying to get back to the area. Major waste of game play time. In GW2 it sent you to the back of the map section area. But thus it seems it sends you back 3x as far. If we didn’t have the sprint ability I wouldn’t bother playing turf takeover at all.
  • @Iron_Guard8 I play ops more often too and play on the maps In giddy park like the lake areas where you collect the gnomes. The only time it doesn’t respawn too far back is on the last map in turf takeover because there is no further to go back on. The respawn time is already longer than GW2. So it’s just too much time trying to get back to the action.
  • ippig's avatar
    ippig
    6 years ago
    @djbon3saterp PopCap designed the spawn points so far away from the objective to compensate the sprinting ability in the first place I suppose.
    Unfortunately that's the also reason why they didn't add teleporters to the game like in the previous titles.
    When TT still had 12v12 lobbies the spawn points were kind of ok-ish due to more players which could play the objective while the vanquished team mates could respawn.
    But even back then many players complained about the long ways.
    @TheSprinter85 the spawn point actually seem to be adjusted. They are now a little bit closer to the objective for the defending team in TT as far as I can tell.
  • @djbon3saterp  The area where the defenders spawn in TT is sometimes one objective away from the current area, for instance, in Turning Point, where the Bombegrante is being pushed, you tend to get spawned one area away from where the action and the payload currently is, so it can be annoying. I think you may be right, that sprinting is the reason that you get spawned quite a fair ways back. I still think that attackers seem to have a spawn advantage somewhat? 🤔

  • TheSprinter85's avatar
    TheSprinter85
    Hero
    6 years ago

    @ippig  Oh good, I was unsure whether they seemed to have changed in general or whether it was just my imagination. I feel like the spawns are closer than they were before - will do some games of Turf Takeover and will try to report back to see if I notice a difference again or not! Although, PopCap don't want to buy the respawns too close because of the sprinting mechanic! 🙂

  • realitysquared's avatar
    realitysquared
    6 years ago
    @TheSprinter85 the attacker spawn point is always the edge of the current map area- which makes sense and which is where they've always spawned since GW2 and it's never been a problem since the attackers succeed or fail based on tactics, team cooperation and character choice.

    The defender spawns are a mixed bag though.

    On some maps you spawn very far back, actually behind the next objective point in line which makes for a lot of sprinting to get back where you should be, and on other areas you pretty much spawn almost in sight of the objective you need to defend.

    I think the main contributing factor is that the December 2 update made it easier to capture the stationary objectives in Turf Takeover. After that update regardless of which map you are respawning on as a defender you can't sprint back to the objective fast enough to contest a capture because an aggressive attacking team will lock it up in about 20 seconds or less if there is no defender in the zone to stall the capture process and it takes longer than that to watch a killcam, respawn and sprint back.

    With a good, objective focused defending team you can put up a good fight but if part of your team is reluctant to put themselves inside the zone to stall a capture or if part of the team is off bumbling around doing whatever (or both) the attackers just steamroll through the whole map and hardly even have to pause very long to take the objective.

    The attackers can have issues too, but it's unrelated to their spawn location and has much more to do with an inability to break a dedicated defensive team due to things like scattered tactics, a reluctance to enter the objective zone or because some players aren't contributing or aren't playing the objective.

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