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Author Topic: Spawn Buffs  (Read 6186 times)
0 Members and 10 Guests are viewing this topic.
LeoPhone Offline
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Posts: 0


« on: August 26, 2009, 07:03:00 am »

spawn buffs are good.

they make sure your units dont die when the enemy rushes to your spawn while the game is still going on.

but right now, i see it happen very often that when its clear one army has won the enemy gets their last callins in and gain and kill some vet with their spawn buffs.
if its clear you won, you should be able to go to any part of the map, and dont find invincible units at the front line.

to stop people hunting vet and gaining vet with their spawn buffed units i suggest this:

if your spawn territory is captured, you wont get any spawn bonusses when you callin new troops.

something like halfing the time the spawn buff takes, or not getting spawn buffs when you get the message ''capture territory in 3 mins or you lose'' is fine too.
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Armfelt Offline
EIR Veteran
Posts: 453



« Reply #1 on: August 26, 2009, 07:10:29 am »

I see it like, "The battle is won, but not the war". The enemy army is pushed back, but not definitly defeated.

And if you won, there is no need to "spawn-camp" them.
« Last Edit: August 26, 2009, 07:14:35 am by Armfelt » Logged


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LuAn Offline
EIR Veteran
Posts: 572



« Reply #2 on: August 26, 2009, 07:19:11 am »

On a side note:
Why not make the Messages ingame more distinctive abit please?
Its kinda hard to figure out if its M/E, R, Attack, Def, just by the message; with those doctrine unlocks around that modify the timer, its even harder.

And if a team has won, and the enemy has to withdraw, there should be a objective in the upper left for the winning team too, saying: you have won or so (in some fancy war language).
Maybe even put the 3min timer to it or not, depends if its abused or not

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spinn72 Offline
EIR Veteran
Posts: 1802



« Reply #3 on: August 26, 2009, 08:15:24 am »

id say mapping is the primary issue with spawn buffs.  Maps, especially RTC pretty much have roads from their spawn through the entire map.  This allows all armour to go twice as fast with their spawn buff on and almost get to half way through the map until the buff wears off.  Same happens for the north spawns in Tanteville.  If the roads are straight its just so much worse since pathing cant be screwed up either.

In game messages for ME mode havent been made.  it would be cool to throw a couple in.

I don't think this is that much of an issue anyway, only a few 2v2 maps and Tanteville provide this problem, and resectoring can even fix that up.
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sururu Offline
EIR Regular
Posts: 12


« Reply #4 on: August 26, 2009, 08:16:58 am »

Dont get close to spawn, problem solved.

LopesHugo
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Falcon333 Offline
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Posts: 1125


« Reply #5 on: August 26, 2009, 08:32:31 am »

id say mapping is the primary issue with spawn buffs.  Maps, especially RTC pretty much have roads from their spawn through the entire map.  This allows all armour to go twice as fast with their spawn buff on and almost get to half way through the map until the buff wears off.  Same happens for the north spawns in Tanteville.  If the roads are straight its just so much worse since pathing cant be screwed up either.

+1
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Dragon2008 Offline
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Posts: 355



« Reply #6 on: August 26, 2009, 08:33:53 am »

Don't rush their spawn then. Simple as. Jus send a regular rifle squad or something un upgraded to scout.
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LeoPhone Offline
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« Reply #7 on: August 26, 2009, 08:47:23 am »

if you already have managed to capture the enemy spawn territory, this means you actually just have control over the entire map. this means the frontline is very very close to their spawn.

lemme say that again:
the battle is going on, you have almost won. youre moving closer and closer to the enemy spawn becouse the enemy is moving backwards to their spawn. but you need to keep pushing to kill their last units. and then, when they have retreated and you have captured their spawn territory, they field some staghounds or whatever and kill all your stuff with their spawnbuffs.
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Sixpack Offline
EIR Veteran
Posts: 185


« Reply #8 on: August 26, 2009, 09:03:30 am »

Reinforcements mode: Your ally secured a stronghold and you are going to come on in a few seconds.
The enemy capped around your ally and your sector, your troops move in and get slaughtered.

It is not perfect but if you would just secure around their spawn at a nice distance there is no problem.
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sgMisten Offline
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Posts: 778


« Reply #9 on: August 26, 2009, 09:12:58 am »

to stop people hunting vet and gaining vet with their spawn buffed units i suggest this:

if your spawn territory is captured, you wont get any spawn bonusses when you callin new troops.

This defeats the purpose of the spawn buff - to prevent spawn camping.

Quote
something like halfing the time the spawn buff takes, or not getting spawn buffs when you get the message ''capture territory in 3 mins or you lose'' is fine too.
It's not that long, most maps have enough distance from the spawn sector to a defensible front line that even a tank on a road shouldn't be a big issue, unless you insist on sitting about 1 sector away from the spawn point.
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Lemures Offline
EIR Veteran
Posts: 137


« Reply #10 on: August 26, 2009, 10:17:23 am »

Then just remove all buffs except damage immunity so they don't rape but can still withdraw if they was called in but got there too late.
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Killer344 Offline
The Inquisitor
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Posts: 6904



« Reply #11 on: August 26, 2009, 10:27:40 am »

No, let them rape, if you are foolish enough to get close to the spawn its your own damn fault.
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RikiRude Offline
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Posts: 4376



« Reply #12 on: August 26, 2009, 11:21:08 am »

No, let them rape, if you are foolish enough to get close to the spawn its your own damn fault.

+1

Just throw a unit in the very corner away form the spawn and you are set.
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Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #13 on: August 27, 2009, 09:55:21 am »

You can still run them over  Grin
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Baine Offline
Steven Spielberg
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Posts: 3713


« Reply #14 on: August 27, 2009, 10:20:20 am »

You can still run them over  Grin

Ya, and that's bullshit. Tanks should explode on impact. It really sucks when you are pushed back to spawn, and they send tanks right infront of your spawn and you called infantry in 30 seconds ago, but you had a 45 second timer or so, so now they come in and run directly into the tank, all dead.

That's bullshit and a lame ass tactic because you can't do anything about it.
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Killer344 Offline
The Inquisitor
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Posts: 6904



« Reply #15 on: August 27, 2009, 10:59:21 am »

yeah... mineflails... damn mineflails lol.
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LeoPhone Offline
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Posts: 0


« Reply #16 on: August 27, 2009, 02:13:31 pm »

Reinforcements mode: Your ally secured a stronghold and you are going to come on in a few seconds.
The enemy capped around your ally and your sector, your troops move in and get slaughtered.

It is not perfect but if you would just secure around their spawn at a nice distance there is no problem.

alright, the enemy has flanked you. this should be a good tactic. theres already a risk you take when flanking, and that is when you retreat your units, theyll run trough the enemys frontline.

but now you musnt only deal with that, but also the other players getting on the field with their spawn buffs.
cut the immume time in half, this gives the enemy just enough time to get their mortar at the back and HMG at the front and a real battle: flanker vs new player spawning can begin.
instead of new player raping the flanker with his great tactics.
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Killer344 Offline
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Posts: 6904



« Reply #17 on: August 27, 2009, 02:15:32 pm »

OMFG LEO! show us a replay where spawn buff is broken and you didn't fuck up or everyone will just ignore you.
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Baine Offline
Steven Spielberg
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Posts: 3713


« Reply #18 on: August 27, 2009, 02:59:16 pm »

He probably pushed someone back with his vet 3 units who then got slaughtered.
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Ununoctium Offline
EIR Veteran
Posts: 1256


« Reply #19 on: August 27, 2009, 03:01:40 pm »

He probably pushed someone back with his vet 3 units who then got slaughtered.

:p yes my units fed on leo.

he was in my spawn and i had to punish him...
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