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Lt. Commander
Join Date: Dec 2007
Posts: 120
I just can't help thinking that Cryptic's reworking Arenas, where players respawn at the same spawn site is a smart thing.

Right now, if one side completely dominates their opponents, they can vitually spawn camp and quickly pick off respawned players. This doesn't give the opponents a chance to regroup and restrategize. Instead, it quickly develops into Zerg Tactics.


Can't help but to think the previous random sites was a bit more fair in this regard. But players should respawn in completely safe locations and give them a chance to strategize than being blown to bits as soon as they spawn.


(FYI, This did not happen to me. But have seen plenty of matches where the fight quickly ends up at the opponents side in Tier 2 FvK).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
08-10-2010, 10:37 PM
+1, please fix this cryptic.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
08-10-2010, 11:36 PM
I really think this is a good idea gone horribly wrong. Rather than spawning always at the original spawn or at the closest spawn (it's hard to tell which is actually the case here), second-closest or closest-without-enemies would be better, ala Call of Duty.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
08-11-2010, 07:47 AM
well it would also be nice to give respawning ships time to reg up power levels or protect the spawnpoint in some way... like an inherent dampening field around it or something. the situation as it is is just stupid.
i mean we even try to get people to move out of their spawn zone, because even if we do not intend to spawn camp the situation arises that it happens.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
08-11-2010, 08:13 AM
I hate to admit it, but I do agree that there should be some way to give the people who die a chance to recover. But I do like that they are trying to fix things and improve things..
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
08-11-2010, 10:35 AM
Yeah...bit mixed, was in a game where we were essentially spawncamped by the Klingons; Needless to say we lost like 15-2, but somehow I also feel that the fact that people were not "full-impulsing" in the middle of the Klingon force helped a bit as it wasn't a continuous 5v1 match (it happens sooooo often).

Also, the fact that I had the best DPS and healing in the game (in a Science ship...Intrepid refit mind you, just acquired and was still experimenting with it) tells me I wasn't too lucky team-wise...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
08-11-2010, 04:27 PM
I'm actually with you 100% on this point. Respawning in the starting point (or closest to the main group, whichever it is) is really not a very good thing.
Lt. Commander
Join Date: Dec 2007
Posts: 120
Greetings,

My Fleet and I have found that the *Feds* tend to respawn at either their original gate or a gate closest to the battle. Whereas the Klingon ships are still spawning at far away gates a great deal of the time.

Can we put this back to random? Or use the same ruleset for everyone?

Yours in deployment Plasma,
Star*Dagger
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
08-12-2010, 10:29 AM
i agree i was in one such match this morning i on my kling & we totaly spawn camped ..
this does need to be fixed to random points.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
08-13-2010, 07:45 AM
I have been in many matches where the feds do not move away from their original spawn gate so of course we kdf start our attack in that location. we (in most cases but not all) start picking them off one by one and sure enough they start respawning one by one in the battlezone so we immediatley start attacking them as they respawn, its a forced spawncamping because if we do not attack them as they respawn then they start attacking us. its mostly the escorts and science ships that are being camped because the cruisers can hold out while the escorts and science ships are killed in seconds because they just keep spawning in the middle of the battle. the game is quickly over and no fun at all. i think that until cryptic fixes this issue it might be smart for feds to immediatley move somewhere else as soon as the match starts like in the middle of the map. that way its fair for everyone when they respawn as it is an equal distance back to the fighting zone.

on the other hand if the attack by the kdf is not going so well and we start dieing out , if we are able to take out any fed ships it is immediatley back in the game after the 8, or whatever it is, sec respawn delay making it impossible to make any headway in defeating or breaking up the fedball. and it also takes killed off kdf ships alot longer to get back into the battle due to the distance they have to travel to get back to the otherside of the map.

so it can really be an advantage or disadvantage to either faction depending how the opening attack goes. i think the solution to this to completly randomize respawn points giving neither side any advantages.
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