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Post by contributor on Jun 12, 2015 8:01:51 GMT -5
I'm curious to know what other players are experiencing, but one of the things that mostly just adds frustration to the game to me is that fact that xenos can still spawn virtually anywhere and move and attack in the same turn. This is especially true for Goliaths. I've lost templars in what is otherwise a fine mission because a Goliath spawned right close to a templar can kill them in one turn. The other frustrating time is when xenos are spawning 2 or 3 squares away from a TP. What is the point of even talking "a perimeter" It's better to just keep an engineer close to recapture the thing.
I don't really know what the best solution is. Could there be a no-spawn zone close to the Templars? What happened to the idea of xenos not moving and attacking on the first turn, or being shot by OW on spawn. If the image is really xenos crawling out of the floor boards, wouldn't they be somewhat vulnerable at this point, especially a Goliath? As it is it's like they're being shot out of the floor boards on a direct trajectory for our templars.
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Post by fallen on Jun 12, 2015 8:40:44 GMT -5
contributor - a couple of thoughts: 1) the first key to this is to add visual indicators of spawning locations. We are working on improving the maps to make every one of them clear. Then you'll know the danger areas when you are standing around them. 2) the second important key is for the author to be more careful about the placement of spawning locations. This is hand in hand with #1, as visually marking them makes you double-check. 3) OW shooting spawning is still on our list, just not easy to implement and not done yet.
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Post by contributor on Jun 12, 2015 16:29:43 GMT -5
I'm thinking that maybe spawn but don't move/attack is better. I'm getting my butt kicked on the third level of Stratos mostly by xenos that just pop out of nowhere and land big attacks. Sometimes even when you know where the spawn points are it doesn't really matter because you have to walk by them anyways and when they're a tile away from the TP you can't really help but be right next to them.
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Post by fallen on Jun 12, 2015 17:50:39 GMT -5
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Post by Cory Trese on Jun 15, 2015 13:18:15 GMT -5
This sounds like an issue with one particular map.
Which one is giving you trouble? I can move the spawning locations.
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Post by contributor on Jun 15, 2015 15:19:15 GMT -5
It's the third level of Stratos that was the worst. When you go to get those TPs there is no way to avoid walking through spawn areas to get to the TP. There are some in every level though.
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Post by Cory Trese on Jun 15, 2015 15:22:18 GMT -5
I started making a bunch of images showing all spawning locations levels to make the point that it is NOT "in every level", but that doesn't really accomplish much.
I'll take a look at third level of Stratos (I think that means "Gates of Stratos") and keep it in mind, in general as I build the maps.
If you see a spawn you don't like, say something about the map and I'll take a look.
* Visual queues will help. * Some levels will use proximity to spawn as a difficulty factor. Gates of Stratos is one such level. Maybe too much, I have to run some math.
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Post by contributor on Jun 15, 2015 15:23:21 GMT -5
It's the Fall of Team Stratos I think.
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Post by Cory Trese on Jun 15, 2015 15:27:28 GMT -5
Ok, that's the one I was thinking about. The gates activate additional spawning locations that you have to move directly past.
I thought that made for frantic fighting and made controlling the gates really critical.
Too much maybe. Key to keep the gates closed tho
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Post by contributor on Jun 15, 2015 15:31:24 GMT -5
Yeah, I keep the gates closed except when I'm going after the TP and try to make quick sorties to the TP. But engineer still has to trot out there and with Xenos spawning right between the TP and gates you can't really cover those areas with OW because the xeno only has to move one square to attack and that's not enough to kill them.
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