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Author Topic: stupid question about spawn buffs  (Read 6394 times)
0 Members and 4 Guests are viewing this topic.
CrazyWR Offline
EIR Veteran
Posts: 3616


« on: September 05, 2009, 10:36:40 pm »

what are the effects for units just coming onto the field?
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1. New tactics? it's like JAWS, first one in the water dies

RCA-land where shells fall like raindrops and the Captain is an invincible god
gamesguy2 Offline
Honoured Member
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Posts: 2238


« Reply #1 on: September 05, 2009, 10:41:17 pm »

50% reload/cooldown, 2x accuracy.
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CrazyWR Offline
EIR Veteran
Posts: 3616


« Reply #2 on: September 05, 2009, 10:51:37 pm »

thanks.  Looked for it, but couldn't find it listed anywhere.
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Smokaz Offline
Honoured Member
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Posts: 11418



« Reply #3 on: September 05, 2009, 10:57:54 pm »

Spawnbuff should be removed after 5 minutes, Ive never seen it fullfill its original intention in a long time. Its now used to overpower bigger compositions of backcappers (gay) and to save artillery pieces (gay).
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SlippedHerTheBigOne: big penis puma
SlippedHerTheBigOne: and i have no repairkits
SlippedHerTheBigOne: ( ͡° ͜ʖ ͡°)
CrazyWR Offline
EIR Veteran
Posts: 3616


« Reply #4 on: September 05, 2009, 11:29:14 pm »

define original intention?  When I have a panther wandering around outside my spawn, I think that qualifies, no?
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Smokaz Offline
Honoured Member
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Posts: 11418



« Reply #5 on: September 05, 2009, 11:40:48 pm »

From what I've read earlier the spawn buff was intended to stop people from just CALLIOPING or artying units just as they came out of spawn when they are vulnerable because of clumping and the way they arrive.

That said it would be interesting to hear the Devs comment on what the intention of the current spawn buff is right now. Cause the offensive bonuses are completely redundant in terms of arty protection, and offensive bonuses granted can be abused on maps with roads where spawn buff vehicles reach the middle of the map before it stops effecting them. After five or say ten minutes its your own fault if you have been pushed back to spawn, or what?
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gamesguy2 Offline
Honoured Member
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Posts: 2238


« Reply #6 on: September 05, 2009, 11:45:16 pm »

IMO invulnerable units is enough of a buff.  I say remove the offensive buffs but keep the invulnerability after 5 minutes.
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Akranadas Offline
Honoured Member
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Posts: 6906


« Reply #7 on: September 06, 2009, 01:48:19 am »

Its to stop people building mines, blocking off spawn points and placing their entire force outside the enemies spawn.
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NightRain Offline
EIR Veteran
Posts: 3908



« Reply #8 on: September 06, 2009, 01:52:13 am »

It is map related usually.

Sometimes when you go too close to enemy spawn there is a direct road leading off to your 'defence line'. They will simply charge but the spawn buff goes off after few seconds of deployment.
If you wander too close to enemy spawn and they spawn units it was your own fault to see what they have in the spawn :/
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Because a forum post should be like a woman's skirt. Long enough to cover the subject material, but short enough to keep things interesting.
sgMisten Offline
Donator
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Posts: 778


« Reply #9 on: September 06, 2009, 03:55:32 am »

The only major issue I can see with this, other than small maps, is that it allows mobile artillery pieces to escape too easily, which is often the main reason why a non-spawn camping player would want to get that close to the spawn point.

Put a retreat delay timer on retreat. The unit can still defend itself if it's a tank, but it can't instanteneously teleport to safety until 10 seconds is past.

Couple this with spawn buff immunity but no extra firepower and this should be good.
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #10 on: September 06, 2009, 04:09:57 am »

*pop retreat after you're out of the spawn area with mobile artilery piece*
*Keep the mobile arty within 1 LOS of the retreat point while not using it, to not retreat it accidentally, but also to keep it safe*
*See that you may lose the arty piece*
*Run to spawn*
*Instantly retreat*
*Enjoy reinforcements*
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Akranadas Offline
Honoured Member
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Posts: 6906


« Reply #11 on: September 06, 2009, 04:12:51 am »

Why is the need to kill something such a goal for you players, by forcing its removal from the battlefield; haven't you achieved the same goal in the end?
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Osprey Offline
Maj. Osprey, Royal Lincolnshire Regiment
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Posts: 375



« Reply #12 on: September 06, 2009, 04:19:21 am »

That said it would be interesting to hear the Devs comment on what the intention of the current spawn buff is right now.

Stops you lining up AT guns and MGs right outside an enemy spawn for one. Face it man, the suggestion that spawn buffs should be removed is just a bit silly when you think about it. Get rid of them, and you know you'll get spawn camping again. Just because you can't see all the effects, doesn't mean it's not doing the job it is supposed to (I cite the ozone layer as an example of that).
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Armfelt Offline
EIR Veteran
Posts: 453



« Reply #13 on: September 06, 2009, 05:40:38 am »

Think it is almost perfectly well as it is. Ok there are some cons but it would just be lame if everyone would spawn camp, There shouldn´t even be a border on the map, but it is a game, so there have to be some rules.

Ok, it would have been shorter matches with spawn camp, but it would have been less fun.
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"Well opinions are like assholes, everybody has one."
Akranadas Offline
Honoured Member
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Posts: 6906


« Reply #14 on: September 06, 2009, 05:46:46 am »

I remember playing without spawn protection and anti-spawn camping artillery. It was bascially a 3 minute rush to mine up your opponents spawn, then build a ring of tank traps around it. And there was nothing you could do to stop them.
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Sixpack Offline
EIR Veteran
Posts: 185


« Reply #15 on: September 06, 2009, 05:52:26 am »

The only major issue I can see with this, other than small maps, is that it allows mobile artillery pieces to escape too easily, which is often the main reason why a non-spawn camping player would want to get that close to the spawn point.

Put a retreat delay timer on retreat. The unit can still defend itself if it's a tank, but it can't instanteneously teleport to safety until 10 seconds is past.

Couple this with spawn buff immunity but no extra firepower and this should be good.

I do not support this idea.
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Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #16 on: September 06, 2009, 09:28:49 am »

Spawn buffs only provide immunity to weapon damage (not crushing) AFAIK, there's no offensive buff.
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CafeMilani Offline
Aloha
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Posts: 2994



« Reply #17 on: September 06, 2009, 10:02:03 am »

i cant agree with you on that unknown. i fielded 2 rifles today and there was a vet2 volks squad which almost died in less than 3 seconds.. (didnt hunt the last man..)
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Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #18 on: September 06, 2009, 10:12:01 am »

A single volks squad will get ripped apart by 2 rifle squads from up close pretty fast.
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puddin Offline
EIR Veteran
Posts: 1701



« Reply #19 on: September 06, 2009, 10:36:41 am »

I had 3 at guns, 2 shermans and 2 MGs camping a spawn today....  Its still needed.

Why?

Well on the off chance back cappign is really a big a problem as many of you complain about... Notably Smokaz...  Then why complain if the spawn buff helps with the back cappign problem? 

Also, if they have to much, i can rush some light vehicles out to kill the at guns and decrew the idiot for being so close. 

If peopel get to close, its their fault, Don;t camp the sapwn, be havvy  with 80% of the map, not 100% thats impossible to come back from.
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Puddin' spamtm
i cant really blame smokaz i mean playing against puddin is like trying to fight off breast cancer. You might win and do it and be a bad ass but you'll feel sick and mutilated forever.

Puddin' spamtm is soulcrushing... what's hard to understand about that?
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