Changed spawntimes

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Buro
Posts: 28
Joined: Sun Aug 26, 2018 6:20 am

Re: Changed spawntimes

Post by Buro »

Maybe it is not a problem, for me there are a lot of changes recently which during the first look dont seem to be necessary. Ok for me it can stay that 15s of st on the beggining. Now i think if adding that extra spawn for allies (fuel/oasis) is good. For sure on oasis it makes harder to close allies in old city, but on fuel it makes allies to be inside bunker :D. Uneven teams have always been and will always be. I always try to change team, but 1 against 3 is still the same.

Every my opinion is based on time played after changes...
On railgun i would really recommend returning flag spot and changing spawntime to 25 for allied forces.
c0rnn
[!!!]
Posts: 525
Joined: Sun Aug 19, 2018 9:44 am

Re: Changed spawntimes

Post by c0rnn »

On fueldump cave storage spawn is now changed from 3 positions to 2.
c0rnn
[!!!]
Posts: 525
Joined: Sun Aug 19, 2018 9:44 am

Re: Changed spawntimes

Post by c0rnn »

We will change oasis back to 20 and add an advanced spawn like on battery for 4 players when CP is built. Not too advanced, maybe 3-5 sec advantage.
hyperloop
Posts: 92
Joined: Sat Aug 25, 2018 6:21 pm

Re: Changed spawntimes

Post by hyperloop »

c0rnn wrote:
Thu Oct 18, 2018 8:18 am
We will change oasis back to 20 and add an advanced spawn like on battery for 4 players when CP is built. Not too advanced, maybe 3-5 sec advantage.
Sounds like a better deal, if a change is felt necessary.
evirdrevo
Posts: 132
Joined: Wed Aug 29, 2018 6:10 pm

Re: Changed spawntimes

Post by evirdrevo »

15/30 leads to repetitieve gameplay, just like 20/20 on railgun is bad.

Also 15 second respawntime leads to less grouping up, leading to trickling instead of groups up attacks
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