Author Topic: 2 sec post-spawn invul. in co?  (Read 2119 times)

January 05, 2005, 10:14:40 PM
Read 2119 times

mola_of_death

  • Lerker

  • Offline

  • 2
    • View Profile
One of the most frustrating things when playing combat is being spawn-killed, especially if the opposing team only has higher tech because of one or two newbs on your team. Whether it's skulks with focus or marines with sgs, it's annoying as hell. Would it be possible to have a 2 second period of invulnerability after spawning during which you could not be hurt but at the same time you couldn't attack? That would at least give a chance to get out of the way of, say, 2 lvl 2gls, which instantly fry an entire team of skulks. Anyone else have feedback on this kind of system? It wasn't an issue for aliens when they respawned as higher life forms. Another thing to consider: should marines start with no armor and have to manually upgrade it when they spawn? That would make them more equivalently weak as a player who dies as onos and comes back as skulk. All thoughts welcome.

January 06, 2005, 10:22:15 AM
Reply #1

Necrosis

  • Legacy Reserved
  • Marine

  • Offline
  • ****

  • 830
    • View Profile
If you're getting spawncamped in base then the game is generally over.


Why not try making up for the "newbs" by defending base or what have you.

Another suggestion is using voicecomm to get them to follow you to the hive if you're on a rush.


A pause where you could neither defend nor attack would be a tad silly as the offending enemy player could simply follow you. If there's enough to spawncamp then your immunity won't save you. If its one player on his own then you should be able to take him out when you all spawn anyhow.


As for starting off with base eq.. its not like they have redemption. In classic NS, if you die you get kicked back to skulk and you don't get the res back. At least in combat you have the res.
Necrosis killed Holy_Devil with pistol
Holy_Devil: cheater

January 06, 2005, 11:10:41 AM
Reply #2

Malevolent

  • Legacy Admin
  • Commander

  • Offline
  • ******

  • 1923
    • View Profile
I haven't really ever seen a problem of spawncamping (or just being killed when you spawn). It happens, but it isn't very prevalent since who ever is killing the spawning enemy dies quick (all the other aliens or marines will go after him). In CO, it is just hard to spawncamp period since skulks and other lifeforms have all of these upgrades (same for marines).

EDIT: Fixed.
« Last Edit: January 06, 2005, 02:51:39 PM by Malevolent »
It's twice as clear as heaven and twice as loud as reason.

January 06, 2005, 01:40:41 PM
Reply #3

-Lancer-

  • Legacy Reserved
  • Fade

  • Offline
  • **

  • 326
    • View Profile
    • http://
OH GOD!! another spawncamping thread....

/me runs out of thread screaming

January 06, 2005, 02:16:00 PM
Reply #4

SwiftSpear

  • Legacy Reserved
  • HA Marine

  • Offline
  • *****

  • 1161
    • View Profile
    • my site
Spawncamping is a rarity on LM, I would hate to see this server turn into one of those kiddy AMX whore servers where the players all glow blue for 2 seconds after they spawn...  Sure its fun for a little while, but playing the game the way it is meant to be played is just better.  Even if that means the occational player gets spawncamped...  

ATM players are wave spawning anyways aren't they?
<------OOOooooOOOoo, Hyperlink!
Final Hope Faith, COME ONE COME ALL

January 07, 2005, 12:13:15 PM
Reply #5

lolfighter

  • Legacy Admin
  • Commander

  • Offline
  • ******

  • 2323
    • View Profile
Problem is that in order to win the game, you have to take down a structure very close to where players spawn. Spawn invulnerability makes this a lot harder.