Author Topic: Spawn time system  (Read 1434 times)

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Offline FRANK_THE_TANK

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Spawn time system
« on: August 19, 2012, 02:57:04 am »
+12
Doesn't work guys you'll have to re-think it.

It completely fucked the battle that just happened. We were down people and the number advantage the offence had completely crushed us because the spawn time rapidly accelerated out to 40+ seconds per spawn.

The result was the attackers hit in waves and we the defenders eventually just get overwhelmed.

It's not working as intended.
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Offline Malaclypse

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Re: Spawn time system
« Reply #1 on: August 19, 2012, 02:59:45 am »
+1
I had to leave 1 minute before the battle to go help a buddy out. Figured I'd have enough time to get back before it was over, and I did.. but just barely. Pretty lame system, I foresee many assaults in quick succession as people rush to take advantage of it.
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Offline Smoothrich

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Re: Spawn time system
« Reply #2 on: August 19, 2012, 03:05:12 am »
+4
Just revert it entirely to what it was before, prioritizing player respawns based on performance.  Defenders were unable to exert enough manpower to hold their spawns within 10 minutes of the battle, not even 100-150 tickets went before their village was untenable.

edit:  superior goon tactics
« Last Edit: August 19, 2012, 03:12:47 am by Smoothrich »
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Offline Aderyn

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Re: Spawn time system
« Reply #3 on: August 19, 2012, 04:51:33 am »
+2
sending in 300 man army to take it back, expecting a win with this new shit well thought out system ;)
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Offline Visconti

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Re: Spawn time system
« Reply #4 on: August 19, 2012, 12:12:40 pm »
0
Honestly dont get how the devs could think this was a good idea.
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Offline Aderyn

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Re: Spawn time system
« Reply #5 on: August 19, 2012, 02:32:45 pm »
0
I see how they thought it would work, but if you keep adding seconds to the timer obviously it's gonna be easy as fuck to cap flags.
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Offline Bjarky

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Re: Spawn time system
« Reply #6 on: August 19, 2012, 02:33:59 pm »
+1
they dont usually play strat battles, thats why they theorize it would be an good idea  :rolleyes:

Offline Aztek

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Re: Spawn time system
« Reply #7 on: August 19, 2012, 04:57:44 pm »
+2
I still think the spawning on each flag is silly as well, Is it possible to look into that while your at it, Could it not be set as a radius to the flag its self, Say 10-15m.. that way the defenders would have a chance to fight, rather than be born into a circle jerk of overhead "Get as many kills as possible" love fest on top of the remanding flag/s. :p

Offline Turkhammer

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Re: Spawn time system
« Reply #8 on: August 19, 2012, 06:27:17 pm »
0
they dont usually play strat battles, thats why they theorize it would be an good idea  :rolleyes:

Oops.

Offline Bjarky

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Re: Spawn time system
« Reply #9 on: August 19, 2012, 08:22:47 pm »
0
hehe, well the flagcap change now wont help either, defenders of flag will have an even harder time now keeping the flags up  :P
i eat those words, last change really rebalanced alot of things, good to see, the 4s to 1s and ranged reset did help alot too.
« Last Edit: August 20, 2012, 12:49:32 am by Bjarky »

Offline Lt_Anders

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Re: Spawn time system
« Reply #10 on: August 20, 2012, 12:36:46 am »
0
Played my first siege with the new spawn change. It was AWESOME. Having walls+ decent gear made the attackers have to REALLY change tactics. Unfortunately for grays, they changed WAY to slow.

It then became a literally slaughter to the man.

Defence killed 2k to their 1.3k lost. Very very good for defence. This means that Offense will have to  play much more conservatively.
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Offline Aderyn

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Re: Spawn time system
« Reply #11 on: August 20, 2012, 12:39:50 am »
0
the 1s(?) instead of 4s works alot better x.x
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Offline camperus

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Re: Spawn time system
« Reply #12 on: August 20, 2012, 12:45:56 am »
0
Played my first siege with the new spawn change. It was AWESOME. Having walls+ decent gear made the attackers have to REALLY change tactics. Unfortunately for grays, they changed WAY to slow.

It then became a literally slaughter to the man.

Defence killed 2k to their 1.3k lost. Very very good for defence. This means that Offense will have to  play much more conservatively.

They bringed mighty mauls to defenders on the first waves, that was a very bad idea  :twisted:
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Offline Lt_Anders

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Re: Spawn time system
« Reply #13 on: August 20, 2012, 12:48:36 am »
0
They bringed mighty mauls to defenders on the first waves, that was a very bad idea  :twisted:

That too.

They tried besieging it like the old way. It didn't work. They switched to catapults. Considering their spawn disadvantage, they still killed 1.3k.
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Offline FRANK_THE_TANK

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Re: Spawn time system
« Reply #14 on: August 20, 2012, 04:05:54 am »
0
Sounds great I really want to see it in action.

TBH I'm really glad they are fooling around with it because strat battles really had just become a game of numbers, and that's about all. So good to see that perhaps tactics can be rewarded... I should change that to USED.
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