I remember hearing an idea a while back....
a killstreak that imposes a respawn delay upon enemy team for 1min or whatever.
Could be a good idea. Obj. players would use it, while kill whores would not (it would slow down their killing). So in Obj. based game modes you could be a nice edition.
I didn't say anything about the problems of the current spawn system. I was thinking it would make the objective more of a priority. I would love to compare the two: no delay and 3 second delay.
A 3 second day would knock down players for a period of time rather than knock them back. It would still be fast pased but it would involve strategy to capturing the objective other than just killing.
3 seconds, big whoop. It's not like HC TDM used to be with that wave spawn crap. I always seemed to get the short end of the stick and would have to wait no less than 10 seconds with every death. 3 seconds is like gaylo where you can jump back right in the action. 5 seconds might make it a little more tedious, but no one would mind 3 seconds, because the game would still be just as fast paced.
It isn't supposed to be much. 3 seconds to me seems like a far amount for a delay. Halo did very well with a spawn delay and the game was much more about skill and strategy than just spawn-kill-die-spawn-kill-die. You might actually think before you run out to an objective by yourself and try to capture it when the whole enemy team is up.
Can't speak for Hard Point or Dom but I think it would ruin Demolition. Every second counts in the game mode and for the most part the bombsites are equal lengths from attackers to defenders. This is why the TI is a valuable asset in that game mode.
I get why it is needed in CTF. There is a strategic aspect to it but if people were constantlly respawning it would be almost impossible to capture the flag and escape since the flags are in each teams base/spawn area. Some bombsites in Demo are hard enough (think B on Yemen or Hijack).
On a personal note, I hate respawn timers. I'm that button masher that is trying to get spawned as qucikly as possible so I typically avoid games with them. That's my two cents.
I understand. I used to play Halo back in the day, and I think that the spawn delay influences the competitiveness of the game drastically, and it could make gamemodes like Demo and Dom more about strategy than constantly rushing onto the flag or into the bomb site.
When I play Demo it is hard to even plant sometimes because the enemy constantly spawns on the one of the objectives. I was just something I thought of that made a lot of sense to me. I understand if people don't like it because most people don't like change or want to leave there comfort zone.
if you come up against a decent organised team they will make sure you never even leave your spawn once they killed everyone on your team a few times as they will push you back, it might be just 3 sec's, but in those 3 sec's they can move up and push you back further, and once you're pushed back far enough those 3 sec's is more as enough time to reload to make sure they're ready for you coming back again
sounds nice in theory, will be hell if actually implemented
people will do anything to win, so what makes you think they won't abuse the respawn timer ?
most of the spawnkilling happens in CTF, which has a 7.5sec respawn delay
doesnt take a rocket scientist to figure out that that respawn delay is one of the biggest factors of it being possible to trap people like that
Exactly. Having no respawn timer makes things a little more competitive since you constantly have to do stuff, rather than wait for the enemy team to move up, kill them, move up, collect community chest, wait for enemy team to move up, kill them, move up, pass go, and collect your spawn trappings.