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Last Guardian
leukoplast
Posts: 12,329
Registered: ‎12-02-2004

Tactician spawn/TSP tweaks.

Anybody who has played as a Tactician or has played the game at all, knows that once the enemy team has most of the spawns on the map, the match is over.  Every Tactician realizes that trying to grab a enemy TSP is nearly impossible more times that not, you usually spend most of the time running to the spawn, only to be killed as soon as you arrive. Then rinse and repeat until you are lucky enough to hold the spawn for the needed time to capture it (if you ever do).  Plus even if you manage to kill several enemy players on the way to the spawn, they can spawn at the TSP you are trying to capture within 4 seconds of you killing them and they all have 5 seconds or so of invincibility as they spawn.  Which makes grabbing it essentially impossible.

So I have a few suggestions that could fix this gross imbalance.

  1. Adjust the Tactician to add the functionality of a 'Spawn Neutralizer' feature. (Please see Explanation 1
  2. OR Introduce a spawn delay of a extra 7 seconds (total of 10 seconds before spawning after being killed) if the enemy player is spawning at a base that a Tactician is trying to capture (Please see Explanation 2)

Explanation 1: This basically means as soon as a Tactician enters an enemy TSP, the enemy team will be neutralized from spawning there.  The only way for the enemy team to resume spawning there is to kill the Tactician before he completely Neutralizes the spawn. (Please see Tweak 1).  This also adds an extra incentive for enemy tacticians to protect their TSP's, and if they should fail to kill the Tactician trying to capture the TSP, the spawn will be lost.

Explanation 2:   Basically it goes like this; Enemy tries to spawn at the TSP being captured = 10 seconds before they can spawn.  However if they spawn at their home base or another spawn, they will have the normal spawn time of 3 seconds.

Tweak 1:   In order to balance this feature out, the new time it takes a tactician to neutralize a spawn will be doubled from the time it takes (as the game is now) for a fully upgraded tact to Neutralize a spawn.  This helps give the enemy team sufficient time to kill the Tactician trying to grab their spawn.  Cause if they kill him before neutralizing the spawn, their team can resume spawning at that location.

Extended Balancing:  To further balance either of these features, the team that has the disadvantage would be the only ones to have these rules applied to.  So for example if the enemy team has 2 spawns the your team only has 1, the rules would apply to your team and not the enemies team.  This would help prevent the dominating enemy team from taking advantage of these restrictions.  And if each team is equal in terms of spawns taken, then the rules would apply equally (or be how it is now). 

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Gaming Beast
PlasticPulse
Posts: 2,106
Registered: ‎05-13-2009

Re: Tactician spawn/TSP tweaks.

If they would just bring back squads, nobody would probably even care about the TSPs. Here are my ideas:

1. Once you've captured the TSP to 50%, no enemy can spawn there.

or

2. While you are capturing an enemy spawn, both your team and the enemy team can spawn there. This gives you instant backup if enemies start spawning there. Additionally, maybe one of your teammates is tactician as well, so he can help capture the point. The enemy team has the same chance as well. This would make TSP capturing a fast intense battle sometimes, but in general they would be easier to capture.

Incidentally, I camped an enemy TSP yesterday and got like 7 kills in a row with an LMG. I've never heard so much chirping coming out of my TV.

leukoplast wrote:

Plus even if you manage to kill several enemy players on the way to the spawn, they can spawn at the TSP you are trying to capture within 4 seconds of you killing them and they all have 5 seconds or so of invincibility as they spawn.  Which makes grabbing it essentially impossible.


This makes playing as tactician feel like a waste of time.

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Fender Bender
Docz_
Posts: 3,720
Registered: ‎07-16-2008

Re: Tactician spawn/TSP tweaks.

no

all dumb ideas no offence

jk

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Grease Monkey
Bry-N
Posts: 364
Registered: ‎10-16-2007

Re: Tactician spawn/TSP tweaks.

I see your point, but capturing an enemy spawn is hard but not impossible. It requires multiple tacticians and TEAMWORK. Everybody has a part to play and as long as people do their classes intended purpose then you should win. The problem isn't the game, it's the players. A lot of people just go around try get kills and don't care about the objectives. I hate it when i see half the team going where the action is and the objective is on the other side of the map!

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Uncharted Territory
Kharingin
Posts: 2,108
Registered: ‎12-18-2008

Re: Tactician spawn/TSP tweaks.

Bry-N wrote:

I see your point, but capturing an enemy spawn is hard but not impossible. It requires multiple tacticians and TEAMWORK. Everybody has a part to play and as long as people do their classes intended purpose then you should win. The problem isn't the game, it's the players. A lot of people just go around try get kills and don't care about the objectives. I hate it when i see half the team going where the action is and the objective is on the other side of the map!

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That's the problem.

Teamwork DOES NOT EXIST in this game. It's the sad truth. Unless you play with your friends, you'll just have to put up with a team of lone-wolves.

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Lombax Warrior
BoT_TOY
Posts: 105
Registered: ‎03-19-2010

Re: Tactician spawn/TSP tweaks.

Bry-N wrote:

I see your point, but capturing an enemy spawn is hard but not impossible. It requires multiple tacticians and TEAMWORK. Everybody has a part to play and as long as people do their classes intended purpose then you should win. The problem isn't the game, it's the players. A lot of people just go around try get kills and don't care about the objectives. I hate it when i see half the team going where the action is and the objective is on the other side of the map!

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Yeah right. By this logic, if every multiplayer was played by prefessional gamers who played FPS multiplayer competitively or treat it like a career, every multiplayer would be prefect, right? Sadly, this will never be the reality.

This may come as a surprise for u, which is sad, but people play games for fun. They do whatever please them. It's the devs who should try to influence them to do the right things in a multiplayer. Now I ask u, who wants to play boring and mindless capture and hold and keep getting killed for the whole match when they can just sit remotely from the battlefield in a safe place, invisible to the enemies, and one-shot-kill enemies from all across the map?

Now whenever u try to say "The problems isn't the game, it's the players," use your brain and try not to think like a fanboy first. And face it, KZ3 mulitplayer is pretty broken.


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Treasure Hunter
Dodgerbluemmm24
Posts: 6,511
Registered: ‎03-25-2008

Re: Tactician spawn/TSP tweaks.

Spawn on squad leader is a must. What fool thought it was a good idea to remove it?

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Last Guardian
leukoplast
Posts: 12,329
Registered: ‎12-02-2004

Re: Tactician spawn/TSP tweaks.

Bry-N wrote:

I see your point, but capturing an enemy spawn is hard but not impossible. It requires multiple tacticians and TEAMWORK. Everybody has a part to play and as long as people do their classes intended purpose then you should win. The problem isn't the game, it's the players. A lot of people just go around try get kills and don't care about the objectives. I hate it when i see half the team going where the action is and the objective is on the other side of the map!

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You are correct. But aside from dedicated clans, when does this truly ever happen in a random match?   It is only by pure coincidence or luck that your team has the proper distribution of classes and is actually using them how they are supposed to be used.   And really, that typically never happens either.  Usually the only thing that matters is if your team has 3-4 tacticians and hold all the spawns on the map.  Once you have the spawns, your control the map and the other team has almost no chance of recovering.  Which ironically turns the match into one big TDM arena.

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Treasure Hunter
CrimsonOmen
Posts: 5,067
Registered: ‎01-07-2007

Re: Tactician spawn/TSP tweaks.

As primarily a Tactician player, I hate spawning into a match late (which is 90% of the time) and seeing all red Tac Spawns.

Like you said, the game is over once the enemy team has 2 of the points. Also, even if you get up and somehow take over one of the TSAs- your team obviously won't be able to hold on to it anyway, since they didn't have them to begin with.

The spawn neutralizer is a great idea, if implemented in the ways you mentioned- I don't see any problem at all. By incorporating dynamic rules like you mentioned in Tweak 1, the game wouldn't ever be lopsided which would be great. I don't care how good a team is, it should never turn a full game of warzone into a rage-inducing spawn camp.

But I agree with this post, and stamp it with my approval. Huzzah.

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