Don´t worry, cuz I believe that Id Software will resolve this spawns in bloodrun. This is not so frequent.
But it is not necessary to bring this right back old shit spawn.
Just be patient! :)
Edited by Lejionator at 19:34 CDT, 21 October 2010
I like that they've removed the GL spawn, but I hate the new RL spawn. Many times the opponent is spawning at "the strongest weapon" and he can spam MH easily. So wtf!?
Why don't we have delayed spawns? Ra/ Mega spawn both spawn at 30 seconds, so players have a chance to get weapons first/set up for which item they want.
exactly.. why the hell would you want fucking random shit at the very begining giving one player everyting and the other one shit, so he has to hide half of the game...
This could influence the game in an unforseeable bad way. I would rather suggest more fair initial spawns, so either of the players can collect one of the two main items and build their game up from that point on.
its the better way but quake players are too set in their ways to accept it at this point. the only chance is in the next game.
the differences in maps mean that no spawns will ever be perfectly balanced for starting spawns, for items you get and strategic options. the ideal solution would be as proposed to not spawn any items on the map until 20-30 seconds in. that way there is an initial MG duel to determine who 'has the ball' so to speak and has the options like if they were to get the stronger starting spawn. it just eliminates the random bullshit.
We didn't have these problems in OSP back in the days. Ofc there were shitty initial spawn situations, too, but they hardly occured. And you actually could defend yourself by having a useful starter weapon. So no real problem there.
wtf are u talking about? we had this throughout quake 3, even in OSP... and we had MG as starter but it was with 50MS built in lag so its accuracy was far worse than in quakelive .. dood u are talking shit
Yes and I didn't deny that it occured in OSP also. But it didn't happen that often as it does in QL.
And for the MG your totally wrong. MG in OSP had pinpoint accuracy (even at long range), MG's got a spread itself but with the bigger hitboxes you would hit all the bullets, if your crosshair is on the enemymodel. As for QL with the smaller hitboxes and the spread of the MG, your missing some bullets at long range, which additionally reduces the damage given.
we used to get shotgun spawn on dm6 ALL THE FUCKING TIME, it was hilarious. And no, cpma mg was much more devastating than ql mg, and osp mg was worse than those.
I bet the next thing u try to say is osp plasma on 50 ping is better than cpma plasma on 50 ping right? fuck lol
In OSP I can't recall one moment where I had an initial spawn at SG.
Of course CPMA MG is more devastating, that's what I'm complaining about all the time, "the QL MG is way too weak". And the OSP MG was all fine in my opinion.
I haven't been playing that much CPMA, more of OSP. And even at 50 ping an above the plasma gun felt better than it does in QL anyway.
That's why I called them "unforseeable". But maybe we've spotted some case of dyslexia here, or you are just a lazy ass not willing enough to read the whole posts.
And to give you some example for a bad outcome of 30 sec item spawn delay:
One player could spawn at RL on ZTN and get free frags with the strongest weapon available and the other player is getting fragged maybe 3 times, whereas an armor could have made him able to escape some rocket spamming situations.
wtf are you talking about? if he spawns RL i spawn LG, and run around and wait for an armor or get ready for mega, how the shit does he get 3 frags on me from all the way at RL? If he spawns at RL and I spawn at lower ya spot near him at RL, i dont have to do shit since there are no powerups near me, i just +back into teleporter and go around and get some other guns/grens and camp shit until armors spawn.
Not necessarily. You could also spawn above lower YA at the greens and jump down to get RL and there he jumps out from the RL spawn, grabs RL inbefore you, kills you. Afterwards he enters the tele gets you on the grenade spawn, spams the opposite spawn or gets you at LG. Doesn't matter how it happens, but it is possible in so many different ways.
And I'm not newb, but maybe you are, because you obviously can't take all the possibilites into account that can occur and fuck up ones game, without beeing able to do much about it.
This new system would need alot of beta testing until it's beeing approved, to make sure there are no disadvantages on either side.
Maybe id can do some devpick with this system or spare some of the public servers to let the players test it.
if you wanna resolve initial spawn disbalance you can try to make initial game situation to mimic middle game situation when 2 players are pretty equal which mostly often means both have about 50 armor and at least couple of weapons
imo the main problem is timelimit. if id wanna keep it 10 min then at least they need to reduce respawn delay in duel to 0
It should be possible to force some specified initial spawn patterns for each map, so that the bad initial spawn situation are getting solved.
And about the respawn delay I thought myself that it may be reduce. Often after I get killed it takes too much time to spawn and get to a certain item, before the opponent rushes in with rockets.
I can guarantee that the initial respawns in ZTN (not sure about other maps) are fucked up atm. Just bring back the old OSP ones. Sometimes it leads to retarded situations.