About invulnerability on respawn

This is good, but just as bad. To be honest, it’s not much fun to play when the enemy team is on a rebirth and you have to turn on the stopwatch after each rebirth of the enemy team that you can already shoot at. Therefore, I suggest removing the invulnerability of the head, maybe it will be bad?No, it’s just a bad game in which one team suffers from the other, and thus it will add a little bit of interest to the game for a strong team. Although maybe I’m wrong, so I’m not sure.

I would like to hear the arguments for and against.

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explosives and snipers are a very good reason on why that’s a terrible idea

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They will can’t kill.

That’s what this class is for. What’s the problem?It is better to remove it immediately :rofl: And not to remember anymore…

bombs absolutely will since they don’t do much horizontal damage since they send all of their damage vertically and the last time I checked the brain ain’t lying flat on the ground

If you are running into spawn protection, you shouldn’t be in that area, and the game is politely telling you to knock it off and let the other guys have a chance at a fair fight. There is zero reason to make holes in this protection, which serves to block some of the most toxic interactions that can occur in any fps. IIRC, the protection even wears off faster if the soldiers move outside a certain radius, to ensure that it can’t be used for anything other than getting your bearings in your immediate spawn zone.

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Why should I sit on the respawn or point if my enemy is hiding in the gray zone? Or can’t do anything at all? What kind of fair fight is it if one team pressed the other to their respawn? Maybe then add the opportunity to capitulate?

I think the concept of an explosion and a bullet in the game are different, so there will be no problem.

I mean, I guess a surrender option could be added, but that doesn’t mean “Let a team that gets a momentary advantage just start popping heads the instant they appear” is a good solution to the problem. Between the gray zone and spawn protection, a team that gets forced back at least has some real chance to get their game together and make a come back. If their enemies are allowed to just murder them wholesale, then the weaker team no longer has any real agency, and is forced to either quit, or just sit in their chair and suffer for awhile, which is just… no.

Again. You still need to hit the head, and there is a killam in the game. Also, I think it’s necessary to change the respawns a little if the team can’t take a wheelbarrow for a long time.(If enemies appear from a slightly different direction, then they are harder to seek, but immortality is bad).

I’m old enough to remember when A20 and Ju188 could spawnrape whole teams in the first 10s of the battle.
Believe me youngling, we don’t want it back in any form.

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Immortality implies never ending life. This isn’t that. It’s a few seconds so you actually get to play the game before being shot. And crucially, how difficult it is for the attacker to pull off is not relevant. What matters is that, if they do snipe you the instant you spawn, you have had zero input in your death. You are essentially being forbidden from actually playing the game at that point, which is miserable.

I saw it. And it was only a problem in Normandy, but I had a lot of fun. Seriously, the planes were terrible, now they’re just a joke. In Moscow it was okey.

This is a respawn problem, why do you appear in an open field?

Right, and that is a problem that can, and this is important, be resolved without going out of your way to enable an unhealthy gameplay dynamic.

I would like to see the soldiers’ defense on respawn in the form of textures, not a magic field. Then everyone will be happy.

Cool, then ask for that, instead of asking that the spawn protection have holes placed in it. We can have some fancy cover near the spawn point, and, if anyone ends up shooting back there anyway, the spawn protection will remain in place to further discourage unsportsmanlike behavior. Win win, everyone goes home happy.

Anyway, thanks for the discussion. Now I understand what I would like to suggest. Remove the protection on respawn - but add objects that will act as natural protection.

Woah there, you lost me at “Instead of”. Unless they ensure that it is impossible for an enemy solider to physically get a projectile into the opposing spawn under any circumstance, including said soldier hanging out at the area before spawns move after a cap, then the magic shield should remain. Making the spawn points more clear, and offer more natural protection, so the shield isn’t needed as often? Good. Removing the shield, and allowing a guy lobbing a bunch of grenades over a wall to get 30 kills against players who have literally no capacity to do anything about it? Bad.

I don’t understand. At the moment there is a system of rally points, thanks to which you can appear almost anywhere. They have no respawn protection. Does this make them bad or useless??Players get 30+ kills by throwing a grenade at a rally?

And what’s the point of continuing the fight if you managed to just completely lose?(and pressing to the respawn is a defeat in the dry)

Rallies have various limits on them that prevent them from being farmed for kills, like the “Active battle” restriction, the fact that they are very easily destroyed by pretty much anything, and the lockout after each spawn. Crucially, they are also “optional”. If you think spawning at a given rally point is a bad idea due to nearby threats, you can spawn elsewhere. The normal, fixed spawn points however, don’t work that way.

You have two points, which are in the same place every game on a particular map, which cannot be destroyed, blocked, or locked out. They are there mainly as safety nets. All things going well, players primarily spawn at rallies, but, if the enemy has just forced you back, you can spawn in at your default spawn points, and try to salvage things.

Basically, the difference is that well, no, you can’t really spawn camp at rally points, you can at fixed spawns, save for the spawn protection.

As for what the point of continuing to fight is if there are enemies hanging out around your spawn, I’m going to say that it really doesn’t take much for that situation to emerge, if there is a reason for it to happen in the first place. Newly spawned squads are absurdly vulnerable. Two players with lmg squads in the right place could more or less totally lock down the opposing team on their own. They wouldn’t need to fight their way to the opposing spawn, just sneak down along a well covered path, set up in the spot they hide in every game, and start farming kills. The team that loses in this scenario isn’t necessarily the weaker team at all. They had a push, got wiped out by some well placed HE and a couple assaulters, and someone found their only rally point in the process. While that was happening, the campers set up shop, and now they effectively get no reinforcements for the rest of the game after one of what can easily be a dozen or more pushes in a typical game.

I understand it can be frustrating sometimes to run into spawn protection, especially when you were just defending an area, and suddenly a bunch of immortal guys pop up and kill you, but most of that frustration can be handled by things like tweaking map design (giving more cover to spawns is a good example of such a tweak), and at the end of the day, spawn camping is just too big of a fundamental problem with fps games to let it happen unabated.

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