Author Topic: Spawn time system  (Read 1494 times)

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Offline Lt_Anders

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Re: Spawn time system
« Reply #15 on: August 20, 2012, 04:16:46 am »
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It's Horrible for village defense. It works swell for maps with walls or severe obstacles to by pass.

After playing 1 city and 1 village siege. First as defense, second on offense.
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Offline Harpag

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Re: Spawn time system
« Reply #16 on: August 20, 2012, 09:57:45 pm »
+1
Today was very interesting battle:
Union (a: 1512 s: 483 k: 1029) VS Crusader Alliance (a: 1994 s: 435 k: 1559)
equipment: comparable

During the battle team with better average K:D ratio gain numerical superiority on the battlefield (extended average respawn time for opponent team). After a long and fierce battle (30 minutes) Union receives positional advantage - continuous attack on enemy respawn. Union won. Crusader Alliance retreated during the spawn rape.

New spawn time system has an interesting effect on the battle. Smaller, but very high quality army, is now much more sensible. I still have no opinion about siege, but first impressions after battle in the field is very good. Can see various stages of battle and breaking point, you know, turning point. Battle is more dynamic and it's not just countdown number of tickets.

I'm not talking about balance, only about that change direction is OK.
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Offline Oberyn

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Re: Spawn time system
« Reply #17 on: August 20, 2012, 10:05:41 pm »
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equipment: comparable


Hahahahahahaha
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Offline Harpag

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Re: Spawn time system
« Reply #18 on: August 20, 2012, 10:21:40 pm »
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Hahahahahahaha
Replace types of our and your arms and armors, and then tell me what is funny here.
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Offline bredeus

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Re: Spawn time system
« Reply #19 on: August 20, 2012, 10:54:16 pm »
+1
everything can be compared ;)

Offline Jarlek

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Re: Spawn time system
« Reply #20 on: August 21, 2012, 01:25:17 pm »
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I didn't fight there. What was the equipment?
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Offline Bjarky

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Re: Spawn time system
« Reply #21 on: August 22, 2012, 10:38:19 pm »
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ok after seiing the current Yalen siege, its quite obvious that the flag cap change actually is making it much easyer for attackers to win, all u gotta do is killing ppl near the flag and then move on.
the city has expensive gear so it should'nt be to easy to dominate, but here we are, most flags are down, where before this flag change this city always was able to keep it somewhat equal between attacker and def.

Offline Tanken

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Re: Spawn time system
« Reply #22 on: August 22, 2012, 10:54:45 pm »
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They should do it this way. Kills vs. Deaths and for every death higher than your kill count, adds 1 second to your respawn time. So if you have 9 kills and 15 deaths, your respawn time would be 6 seconds (or 9 if 3 seconds is the base)
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