What I love about this discussion is that in that post you make some great points.
damn I ran out of smokes Let me get some from the gas station.
re: yeah I can see that being a pain in the ass.
It is quite the flip side.
Getting spawn killed is a pain in the ass, as much as it turned into a skill at the same time.
Nomatter how much someone trains it the element of luck has a good influence to determine the outcome.
Seeing in actuality we are talking about a randomiser, well a little more then a randomiser.
I suppose that luck factor always is the case with or without spawn protection.
as you worded it the “really Shit” moments.
It can happen when you are low on HP and someone just spawned next to you with or without spawn protection.
I know, that would be missing the point, as with godmode you would be unable to do something in return at that very split second.
such occasions is not something gamers would want to have in a game, can be rather annoying yeah.
At least I wouldn’t want it unless it gave more back in return.
Then I might not care as much about the really shit moments which already were shit anyway.
It got me thinking about what else it does in return.
The spawned player makes the sound, you got the gear and know the position exactly.
The newly spawned player does not have neither.
He or she does have the possibility to get reaction time advantage if their opponent did not guess the spawn chain right or just miss guessed the spawn point from noise.
I think it is extremely difficult for the newly spawned player to get that reward.
On stalkyard for example how easy is to spawn kill I’d say insanely easy.
It is low & quick reward that to me always felt like I didn’t fully earn it, a steal.
because they were being treated as equally big on the scoreboard.
“frags” determined by a randomiser aka the spawn system and a bit of pre-aim.
Sorry man grinding is okey but I rather have that randomiser decrease the outcome a bit in the big picture.
In other words just making spawn frags count for more by giving the spawned player more chance.
See how good you or I can keep control then.
It be more entertaining to watch for sure.
The stacked player has the health, his mojo gun arsenal & movement advantage to give that newly spawned player chase (LJ & Gauss) and basically give hell.
Like a lion to a little lamb.
I prefer to maintain this type of gamesense it brings to the table instead of just pre aiming spawn points.
Like a god lifting his finger some.
Notice the difference in chance?
I rather have it more difficult.
Being in that challenge to build up and break control is what I loved so much about TDM.
The question becomes ; What has a better trade off for fun considering all players?
Does it take away something competitive? and what?
I think other then what people have become accustomed too I don’t think it takes away much.
It does change it.
Infact it would change the phase, mind games and elite skill reward resembling more to the times you missed fury.
From ]D[, pmers, storm, [pc] times.
Continuing on furies example; It will be different when engaging a fight.
One could consider the spawn points around you.
Or after the fight is finished, muscle memory train yourself to charge your gauss up for a quick escape to a saver place. (or just longjump away behind a wall).
While being in the fight, in the moment train yourself to be able to guess your opponents hp and armor with some good accuracy just before you give the final blow.
So when the player is dead and the fight should be over; no you still have to think about after the fight till you get health and armor.
When you are “save”
You got the movement advantage (LJ & gauss) to get that recovery quickly too.
And most of the time will do just that anyway.
How amazing would such moments be compared to now when a elite player makes it save by putting more emphasis on it after a fight like thhat.
More defensive & offensive decision making to be made., instead of the usual.
I’d say that be entertaining to watch with this type of depth.
By the way “waiting for your opponents gauss to overcharge” is nothing & mostly crossfire oriented.
Simply get ammo fast to keep the phase up, you can play with the time from the force respawn timer in your mind.
To decide when it would be the best moment to break it and rewind the gauss gun.
But you are right that is the single moment on crossfire for a dead player to toss around with.
" The deathcam… I don’t think it’s good for competetive play. I see no problems with it on public servers but I would really like to have an option to disable it for playing matches, because it gives important information that can be gained elseway (mapknowledge, gamesense, reading your opponents intents --> skill)…"
I agree with you about the deathcam.
We can’t get everything :_)
It is a remake afterall.
If the deathcam stays, no problem.
I would want a taunt button to do a little dance and hold by balls ffs!!
If people are able to skip it and respawn quicker then this skill has use.
The trade off would be:
A) exactly knowing your opponents stats and information / lose possible precious time.
B) have a good feel for it and take the chance to respawn quicker = skill advantage.
But yeah thats the most what I can make of it.
Rather not have a deathcam.
I think it is one of those things that brings skill gaps together while not removing skill completely.
Redefining some sure.
Maybe that is a good thing.
On the spawn protection im good no matter which side it floats.
I’ll adapt and play if I like the game like I like hldm
That is one thing that is for certain with the original you can’t go much wrong.
Improvements can be great or fail.
Spawn protection is nothing new.
I do wonder if spawn protection would be as good in TDM 5v5 situations as in 1v1 or 2v2 matches.
Haven’t thought enough about that yet, at the moment I would say in 5vs5 matches spawn protection would suck ass.