[Feedback Discussion] HO, Access, Spawn Placement and Invulnerability

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VaporTrail
08-30-2004, 06:41 PM
Ok, I've tried HO in T:V recently, and while I think the "position" is mostly balanced, there are three main areas that I think need discussion, if not change in some form. These are tied together somewhat, and reinforce each other at points.

Spawn Invulnerability, Access, and Spawn Placement.

Lets take Access first. It's mainly a map issue, but I think "map design" shouldn't be neglected even this late. This crops up on Winterlake, where you have a SINGLE entry point (available to the enemy). if there's ONE halfway smart defender, your chances of getting into that base are slim and being sneaky doesn't help much. Add to that the difficulty of taking down the base generator (enter, turn around THEN fire), and HO is forced into a mainly "clearing role" outside. When the gen comes down, the force grid defending the rear entrance comes down, which is something, becase a well coordinated team will have someone waiting to take advantage of that fact, but all in all taking down the gen means little. However this leads into my second point:

Spawn Placement: Imagine if you will the following scenario. You just got toasted by an HO entering your base on Winterlake. You respawn 2 seconds later to find your gen under attack. You kill Mr. HO and run grab the repair pack, jump up to the gen and repair the entire base (or in the case of the pheonix base, about half of it). Total elapsed time, approx ~15 seconds. What I'm getting at: The Winterlake bases are HARD to rape, simply because of thier single chokepoint design. Placing the ONLY spawn point within the preferred area of operation for any HO makes it impossible to hold, and placing the recovery station within spitting distance makes it unlikely to remain down for more than a couple of seconds. Which brings me to my third and final point:

Spawn invulnerability. Sure, I can see the need for some spawn invulnerability, if just to counter people who spam spawnspheres with mortars from afar trying to get "easy" kills. However, There's a point where this invulnerability is unbalanced and detracts from somene who's been sneaky or skilled enough to get into a position of power (HO in close quarters). Now I've been fighting off and playing HO for a while in T2 competition and pickups, and if I've learned anything from that it's this: a good HO in your base, set, with your gen down is akin to being dressed in raw meat in the tiger cage at the zoo, with one hand tied to an ankle. In comparison that situation in the T:V maps so far I've found that an HO in the base causes about as much worry as a facial zit. Mildly unplesant, but no where NEAR crippling if you know how to deal with it. In all cases, people spawn so close to the HO's "Sweet Spot" (basically where the HO would love to be fighting off spawners) that they can get to him while still invincible. This, coupled with the audio warning for gen attacks and "offlines" gives any defense (even a mediocre one) more than enough power to deal with the problem and repair the damage. Also in most cases, spawners spawn so close to inventory stations that they often are suited and on thier way out of the base before thier invulnerability wears off. This plays havoc with the HO's shock factor.

Case in point: Cavern. Two linked spawnspheres, single spawn location. Main base has TWO recovery stations, and the gen, AND the repair station spawn. It IS probably the easiest base to access in the beta maps, but it is also a pain in the butt to successfully rape as well. People spawn, and if there's a HO in the vicinity they have a choice. Make a break for an inventory station if operational (get a repair pack AND better weaponry/armor) or simply fight off the HO with spawn gear. Either way the spawner's likely to get the telling blow. Even if the HO chucks a mortar and gets around a corner, the spawner just has to weather the blast and then ream the HO, (assuming of course the knockback doesn't throw the spawner out the door). Even if they made a break for a station, the spawner will weather the blast with no damage, even after succesfully accessing the station (which may be obliterated by the HO in the meantime). In other words the HO is fighting from a disadvantage in what is supposed to be his favorite environment, a dead enemy base.

Again, most of this is mainly "map design" dependant... however, having the repair packs and spawns in such close proximity to the gens (on all maps) seems to me to nearly eliminate the HO's main mission, to take and hold enemy assets and deny the use of them for as long as possible.

Suggested changes:
Spawn invulnerability needs to end QUICKER. 1 second max, firing of a weapon cancels, throwing of a grenade cancels, pickup of a deployable or pack cancels (ground or station pickup), weapon damage caused to player cancels (still rules out first shot kills but leaves them open to subsequent shots, lets speedpack HO actually kill spawners).

The rest of it could be solved with map changes. Say, placing recovery stations at the "secondary" base in Cavern, (maybe along with the repair station spawn,) instead of directly below the gen, or moving the spawn sphere out of the Winterlake bases (where to, I dunno exactly, but there's quite a LOT of "useless" room on that map). The only other possible suggestion I can make is change the location of the force grid from the back entrance to the front. This would allow more "sneak and kill" work for HO. (minor thing: force grids look to solid to some, took me a while to realize that I could pass through them (perhaps some transparency?) and it seems to channel foot traffic straight through the HO's only route in, rather than splitting it between the "friendly only exit") Isle is probably the most "HO friendly of the lot... no real changes needed, though moving the recovery station from it's current location, perhaps out to near the flagstand... Emerald right now seems to be a good balance of HO accessability and denyabilty with spawner location to me. I think I just like how the map plays right now in that respect.

Anyone holding a dissenting opinion is welcome to present rational discourse.

And for the apathetic:

Cliff* notes:
Reading is good for you.
*Please note that Cliff is solely a figment of my imagination.
However that doesn't invalidate any point that he chooses to raise.

Sp!nfusor Salad
08-30-2004, 07:01 PM
not to mention possibly nerfing the power of the magic repair pack that does everything at once in under 5 seconds.

recovery stations need to be farther away, heavy needs beefed up.

jpr333
08-30-2004, 07:34 PM
Totally agree

Ben Dover
08-30-2004, 07:40 PM
Signed

Caergoth
08-31-2004, 11:33 AM
I am not saying that the Heavy needs to be beefed up any... although problems with the mortar splash damage is annoying. I have dropped a mortar outside at the feet of a flag carrier and because of a dimple in the ground the capper took no damage at all.

But I agree with the invulerablility issue and the fact that the repair-nazi does what it does in such a short time. Maybe limit it to repairing only one thing at a time instead of everything within 15 feet at once. Limit the amount of packs that can be used at once... Having even two or three of these things working at once will totally stop anything from taking a base down with their constant repairing of EVERYTHING! But yes, limit them and move them away from directly next to the inv and gen.

Anyway, my 2 cents...

Lessershade
08-31-2004, 12:34 PM
I like the way the repair pack works. i dunno

ParoxysM
09-01-2004, 02:18 PM
I agree with 43.28902%

GB.Arkady
09-08-2004, 07:25 PM
The one good thing about the Spawn system is that on a map with multiple spawn points (Like Isle) or a Rover we can CHOOSE where we spawn instead of being at the mercy of a random spawn point. This has the effect of Changing team strategy.

This makes the outlying tank-pad bases on Isle important, If I can spawn and gear there, then i'm out the door and down the hill for some fast skiiage to the enemy base.

82nd Mofo
09-08-2004, 07:39 PM
Great post.

There is next to no staying power on any of the maps for a HO.

The base layout has alot to do with it, spawn invulnerability has some, emergency pack placement, spawn points, (all previously mentioned), and i'd like to add a weakened mortar.

When the medium's spawn, they have time to get a couple discs and a couple hand nades on you before they lose invulnerability, and by that time, thats most or all of your health. Then when the lose it, a mortar alone doesnt kill the spawns, it takes a mortar + something.

I hate to discount your point arkady, but i dont think the rover will play a huge role. It gets destroyed to easily and wont be worth the time to get it set up. Some base D and a route are probably better. IMHO, the rover is for the new players.

GB.Arkady
09-08-2004, 07:48 PM
True, but the point still holds for maps like Isle with multiple spawn points that aren't the rover. I prefer to spawn at the outlying base there and get underway for an HO attack as soon as possible.

It's just nice being able to choose where I come out at.

borlaK
09-08-2004, 07:55 PM
I'll add some things:

*people are extremely manueverable and this makes it hard for the HO to hit them in a base (I have no problem with this but it just adds on to everything else)
*you spawn with grenandes AND you can throw them super fast
*the knockback+wierd jumpiness from getting shot
*laggy/poor skiing ability. it's not too bad.. but once I switch to medium from playing HO for a few hours I feel like a FREE SPIRIT.. like wtf, I can move!! uphill skiing shouldn't be so detrimental

overall, I have a feeling of wimpyness for the HO and the mortar. his staying power is minimal, and if he manages to take out defenses and get camped, and shield is recharged.. his staying power is STILL minimal, which is pretty sad.

:heart:

poisonspider
09-08-2004, 08:19 PM
all i have to say is emergency packs shouldnt be at every corner. also i do notice heavies being able to get into bases, and rape, but then quickly dieing. not being able to stay their for like 1 minute. im kinda tired right now. that is all

poisonspider
09-08-2004, 08:22 PM
wtf borlak?
people arent to manueverable. do you mean with the jetpack? cause their were like 10 threads on how people want more air manuverability by horitontal thrust. and they ARE making physics changes fer us...

Oxide
09-08-2004, 08:23 PM
Completely disagree on all three points, trashing a base should be DIFFICULT. Just wait until we start seeing real fast HO routes on all maps, then people will be crying about "overpowered HO".

The fact that the Winterlake gens are hard to trash is a great relief - the invs on Emerald are almost out in the open and any newbie can take them out with grenade spam or mortars from afar. Gen on Cavern - eh, it's almost on the outside ffs, who designed this base? Isle is "ok".

The only thing I want changed in regards to HO is a nerf to disc knockback, a big, fat Henry shouldn't be tossed around like a Light.

{A} PR24
09-08-2004, 08:34 PM
One of the DEV team members said that firing a weapon is supposed to stop you from being invincible. Seeing it's not working it's a bug that needs fixing.

Laokin
09-08-2004, 10:02 PM
Not to be a joy kill or anything, but If you put yourself in the tribes world. The bottle neck Idea for a base would be Ideal. Secondly the game isn't about base rape like the old tribes games, The game is more centered on CTF, to keep the game going. It's like that new rule in football, Blockers on the defensive line arent allowed to hit people within 5 yards of the line of scrimage unless it's a blitz. It's to keep the game fast paced. Not to mention Generally the base that got raped in T2 was the team that lost, cuz it was damn near impossible to get back to normal without your whole team helping, and while you were doing that they were stealing your flag. Once, twice, thrice even! Soon as you were back on your feet, and offensive again, here comes another base rape.

The devs of T:V a while back said that they wanted a faster less raped game. Their solution to the rapage was the repair-nazi from hell. Maybe they should tweak the range of it a lil bit. But all in all I have no beef with it.... wait I do, ITS GREEN!

This inspires me to make a post about that.

Laokin

Hellsfury
09-09-2004, 12:20 AM
I don't see why anyone needs to spawn invincible

A) They spawn in Medium. Already that's better protection right off the get go.
B) They spawn armed with the jack of all trades weapon, the Disker, the HO defeating Blaster Shotgun and 5 spamtastic holy hand grenades.
C) If they're truely getting whored on spawn, they can spawn some place else by choice.

82nd Mofo
09-09-2004, 12:26 AM
5 spamtastic holy hand grenades.

LMFAO

Greywolf
09-09-2004, 12:32 AM
Personally i dont think HO needs to be beefed up, however i do agree that the repair packs should be further from the gens.

Cavern have them at the other base
Winterlake have it on the flag tower
Emerald take them out of the spawn areas and put them on the upper part across from the invs(where else would put it?)
Isle, have the repair pack....hrmm out side on that fenc thing by the rover? i dunno....

snow
09-09-2004, 12:44 AM
perhaps repositioning the gens?

or giving them more health, but no shields?