mannon
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Post by mannon on Nov 11, 2014 14:35:09 GMT -5
I'm just wondering if there is a game mode that offers more structure and less flipping and randomness with regards to the spawns in AW. Dom is usually better than TDM for this, but it sounds like the reverse is true for AW.
Though, maybe I should just play S&D.
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Post by hard1ine on Nov 11, 2014 15:30:55 GMT -5
Momentum spawns are weird but they're predictable.
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mannon
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wordy bastard PSN:mannonc Steam:mannonc XB:BADmannon
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Post by mannon on Nov 11, 2014 15:48:42 GMT -5
Where can I find info on it? I did a quick search without much success. I'll check more later. I don't think I'll ever be a fan of spawn flipping, but maybe I can get better used to it.
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Post by kylet357 on Nov 11, 2014 23:05:47 GMT -5
Where can I find info on it? I did a quick search without much success. I'll check more later. I don't think I'll ever be a fan of spawn flipping, but maybe I can get better used to it. I don't think there's any spawn flipping in this game. I think there's a technician that watches each and every match being played, and chooses spawns by closing his eyes and throwing a dart on a printed minimap layout of the map being played and then says "Put them there".
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Will
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Post by Will on Nov 11, 2014 23:39:15 GMT -5
Small maps designed so no parts of them are "out of the action" results in bad spawns. It would be impossible to change that unless they double the size of the maps, which would kill the game. Simply by the design of COD you will never have better spawns like you see in Battlefield and Titanfall.
I play Search and Destroy. The spawns are great there.
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mannon
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Post by mannon on Nov 12, 2014 1:18:19 GMT -5
The extra movement makes the spawns worse than they were in MW2, though. Honestly I think the maps are too small. Titanfall would be too big, clearly, but keeping the maps sizes the same but giving us all this added mobility seems to be an issue.
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Post by Disgruntled Jigglypuff on Nov 12, 2014 2:10:46 GMT -5
The spawn logic is pretty shitty. Like when your entire team is in one part of the map except for you and then the entire enemy team spawns behind you. Or when you spawn and someone is behind you and you die instantly. The map size and exo movements are no excuse. You gaise have had ELEVEN years of practice and you still can't get it right?
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dm
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Post by dm on Nov 12, 2014 4:59:14 GMT -5
It's interesting that in Destiny respawning sometimes seems to be delayed, presumably because there is no 'safe' available spawns, although I haven't had many poor spawns they don't seem to delay spawning ever.
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fpsdredd
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Post by fpsdredd on Nov 12, 2014 5:53:55 GMT -5
This is the first time I've ever done this but... spawns in TDM are terrible.
Spawn logic has always been about placing you at a spawn point nearest to the center of mass of your team and as far from the enemy as possible. Spawn flip occurred when the enemy team was too close to your team's center of mass AND they overwhelmed your team in gunfights. In that case a new seed was created and the first player gets spawned across the map and all new spawns in a set period go there as well. There were some quirks, such as going on a streak while getting close to the enemy flank would reduce the penalty for dying - you'd spawn a bit closer than normal to the enemy spawn. Spawns were good at spawning you safe for atleast X seconds (for the most part).
In Advanced Warfare it's trickier because players can run by without seeing each other (different elevations or different routes). Combine that and possibly some altered spawn logic and we have the clusterfvck that we see today.
I always considered the prediction of enemy spawns and their movement behavior as one of my strongest traits. With Advanced Warfare though, even I am having trouble. I find my kills are coming from raw gun skill (not fun) instead of enemy movement prediction (fun).
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Will
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Post by Will on Nov 12, 2014 8:44:01 GMT -5
It's interesting that in Destiny respawning sometimes seems to be delayed, presumably because there is no 'safe' available spawns, although I haven't had many poor spawns they don't seem to delay spawning ever. I've always thought to myself "If there is no safe place to spawn me, then don't spawn me at all until there is!" But I suppose the problem with that is that it could be very easily exploited - purposefully create no "safe spawns" for the enemy to force the game to not allow them to respawn.
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Post by iw5000 on Nov 12, 2014 9:10:35 GMT -5
Momentum spawns are weird but they're predictable. I will second that. Momentum is the new Dom. It's spawns are working a bit more like Demo right now. As far as Domination, read this post I made a few days ago. If you don't feel like reading it, it helps explain what is going on in CoDAW a bit better. Giving more details. Long story short, players are moving about 30% faster when you include the ability to go straight line/rocket boost over everything in their path. The maps have also been made smaller than CoD Ghosts. Bringing them back to MW3./BO2 size. These two things have effectively reduced the average 'time it gets to the B flag' by about 32%. That means there are simply no safe spawns anymore. In prior games, a player would have to spend maybe 15 seconds running around to flank. Then possibly die once or twice while repeating.You could be safe controlling two spawns, and trapping. Now? A player can move faster, sprint infinitely and quickly rocket boost over walls/containers getting to a flank position in half the time, plus probably be unseen (and not have to repeat twice) due to verticality. At any given moment, they are behind you, flipping the spawn. denkirson.proboards.com/thread/7426/cod-aw-movement-speeds-calculations
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