.GqueB. said:
When did I say that? I specifically said "let one person spawn on him per life and the only pre-requisite would be that the Tact cant currently be in the middle of a battle. Halo reach did this very well. No one was at an advantage no one was at a disadvantage. It was perfect."
It would cut down on the cluttery crap and also provide the Tact with some help, but not too much help.
Once I leveled up my tact I never ran into that problem. You combat that by downing him and not killing him. By the time he respawned, the point would be neutralized. And even if I were killed by an spawning player, the point is now up for grabs. I'll run and takes it.
I really dont see how its boring to be honest especially when you consider the fact that just about every other shooter imploys this system. You pretty much always spawn in predetermined places. How did you ever enjoy any other shooter if youre complaining about this now? Are you only entertained by the rare instance where a game has moveable spawn points? Thats essentially what you are saying.
Id be fine if you said "I only said that to prove a point shut the hell up GqueB". We could very easily leave it at that.
I said that 1st thing to be an ass
I had the Tact leveled up the minute I started playing KZ3. I've never once had to work my way up...I've been playing as a fully maxed out tact in retail KZ3 since I 1st started the multiplayer up.
About the respawning tact thing. It takes 3 seconds to respawn even if you down them. Lets say I meet a tact right outside the capturing radius for a TSP. I run to the TSP (that's 1 second)...and start capturing it (takes about 3 seconds I believe). He's going to have 1 second to respawn there. I'm not going to be able to capture the point before he's able to respawn. I usually dont have much of a problem with doing this but it's just really cheap. The way I go about it is...I kill the guy and then run closer to the TSP but not in the capture area. I then wait for his invincibility to wear off and run into the capture area and kill him, that way I've already started neutralizing or have the TSP neutralized while he's alive so he cant respawn there. But the thing about this is, is that we're not only dealing with tacts spawning there. We're dealing with a whole team (or even worse...2 tacts
) potentially spawning there.
What other objective-based shooters are setup the same way as the TSPs in KZ3? Most shooters have been allowing at least another way to respawn. Also, KZ3 is different in that you're not just playing 1 type of mode during a match. You're playing 7 different modes. I dont see how they expect static TSPs to work without having an alternative way to spawn. The games I can think of with static capture points and no other spawn systems are the earlier Battlefield games and that actually worked because the PC community is actually competent when it comes to team-based/objective gameplay.
Also, yes. I was really entertained by the fact that KZ3 actually let you throw down mobile spawn points and control where ppl go. It was kind of new and fresh and fit Warzone because the objectives always changed up.
patsu said:
Will immuned players trigger proximity mine ?
Actually, may be immuned players should not be able to attack other players.
It should be set up like how 1 of Battlefield Bad Company 2's latest patches has it.
You spawn with invincibility....BUT you only stay invincible if you stay still (only moving allowed is turning)
If you move, shoot, jump, aim down the sides then you're vulnerable.