Remove adjacent spawn locations

Champlo0Champlo0 Join Date: 2012-04-17 Member: 150617Members
Adjacent spawn locations tend to result in a rush which is rather boring and dull when you actually want to play a full fledged game. The problem with adjacent spawn rushing is that you can immediately make it to the enemy base in about 15-25 seconds which results in all-out attacks (usually aliens attacking). If the defenders survive the rush then what usually happens is that the rushers have expanded across the map because they were able to exert supreme pressure upon the defense, leaving the map open to their expansion (usually marines are on defense due to aliens not needing people to build). If people want to have an adjacent base, they should have to build it, not be granted it by the luck of the game's draw.

Comments

  • .ADHd.ADHd Join Date: 2012-02-18 Member: 146565Members
    edited May 2012
    no.


    close spawns is the most tactical of spawn locations. you need to read the enemy commander like a book in order to win. remember there is a counter to basically everything in this game.

    if aliens rush spawn you buy mines, or you clear them out and get 20 seconds for your teams expansion using nano construct. likewise on aliens you can read the enemy comm by spotting beacons and getting an ambush setup (Which will wreak havoc on the marine team).

    You can also get a couple whips up if you read GL rush. It's all rather simple but in pubs and casual games you will see games ending in a min or so due to lack of map awareness from a team that just wants to look at shiny things and kill powernodes.
  • Champlo0Champlo0 Join Date: 2012-04-17 Member: 150617Members
    <!--quoteo(post=1933563:date=May 4 2012, 03:45 PM:name=.ADHd)--><div class='quotetop'>QUOTE (.ADHd @ May 4 2012, 03:45 PM) <a href="index.php?act=findpost&pid=1933563"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->no.


    close spawns is the most tactical of spawn locations. you need to read the enemy commander like a book in order to win. remember there is a counter to basically everything in this game.

    if aliens rush spawn you buy mines, or you clear them out and get 20 seconds for your teams expansion using nano construct. likewise on aliens you can read the enemy comm by spotting beacons and getting an ambush setup (Which will wreak havoc on the marine team).

    You can also get a couple whips up if you read GL rush. It's all rather simple but in pubs and casual games you will see games ending in a min or so due to lack of map awareness from a team that just wants to look at shiny things and kill powernodes.<!--QuoteEnd--></div><!--QuoteEEnd-->
    There is not "counter to basically everything in this game" and there is nothing "tactical" about spawning right beside the enemy base. What can you do when the entire alien team goes onos? Nothing but watch as your entire base is ripped apart. What can you do when your IP is getting camped? Nothing but hope you get a chance to shoot maybe three bullets into a skulk. What do you do when your mines run out? You get rushed. And what do you do when you get adjacent spawns? Rush the enemy base every time.

    Adjacent spawns are a redundant feature that promote all-out rushes that end games in minutes. I don't want to play that game, winning or losing side, because one minute of rushing is boring, unintuitive, and a consequence of bad design. If you want to rush the enemy base you shouldn't be granted a "free rush pass" to spawn right beside their base, you should have to plan out a rush and commit your resources to it rather than just knowing as soon as you spawn you're going to be hightailing to the enemy base in about 15 seconds and attacking them. It doesn't promote any sort of tactical thinking like you claim, all it supports is an all-out rush that has no thought or strategy.
  • .ADHd.ADHd Join Date: 2012-02-18 Member: 146565Members
    <!--quoteo(post=1933568:date=May 4 2012, 06:58 PM:name=Champlo0)--><div class='quotetop'>QUOTE (Champlo0 @ May 4 2012, 06:58 PM) <a href="index.php?act=findpost&pid=1933568"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There is not "counter to basically everything in this game" and there is nothing "tactical" about spawning right beside the enemy base. What can you do when the entire alien team goes onos? Nothing but watch as your entire base is ripped apart. What can you do when your IP is getting camped? Nothing but hope you get a chance to shoot maybe three bullets into a skulk. What do you do when your mines run out? You get rushed. And what do you do when you get adjacent spawns? Rush the enemy base every time.

    Adjacent spawns are a redundant feature that promote all-out rushes that end games in minutes. I don't want to play that game, winning or losing side, because one minute of rushing is boring, unintuitive, and a consequence of bad design. If you want to rush the enemy base you shouldn't be granted a "free rush pass" to spawn right beside their base, you should have to plan out a rush and commit your resources to it rather than just knowing as soon as you spawn you're going to be hightailing to the enemy base in about 15 seconds and attacking them. It doesn't promote any sort of tactical thinking like you claim, all it supports is an all-out rush that has no thought or strategy.<!--QuoteEnd--></div><!--QuoteEEnd-->


    I mean yeah... if you're a noob.
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