Spawn protection problem

Discussion in 'Archive' started by Dubee, Apr 25, 2007.

  1. Dubee

    Dubee Grapehead

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    yes this is a major issue!!! and on the new canyon map same problem we cant cap because they constantly respawn with infinite health

    i say spawn protection shouldnt be on in flag cap maps(if possible)

    anyone else agree or disagree?
     
  2. Krenzo

    Krenzo Administrator

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    It was 2, increased it to 6 because a certain someone was spawn killing me in my barracks and 2 seconds wasn't enough for me to find my bearings and kill him.
     
  3. dizzyone

    dizzyone I've been drinking, heavily

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    never spawnkill Krenzo :D
     
  4. Razorbud

    Razorbud Coder

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    I agree, better not to have spawn protection on the flag maps

    Also Is there some way of telling visually if an enemy is 'spawn protected' - maybe a countdown timer over their head or something?

    It's no fun advertising your presence by emptying your clip into someone who's invincible, then being blocked by reload while they mow you down.
     
  5. Goose

    Goose Member

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    We'll On Flag maps I think it is ok to spawn cap, just not the final bases. You can always spawn on a flag in the back if its that much of a problem.
     
  6. Caelo

    Caelo Member

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    ya maybe if the person in question would glow up purple or something :P
     
  7. Chahk

    Chahk Member

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    How about if players couldn't fire their weapons during their Spawn Immunity? Wouldn't that solve the rushing problem?
     
  8. Broccoli

    Broccoli Member

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    I like Chahk's suggestion. Just don't give them any weapons until the end of the immunity time.
     
  9. Solokiller

    Solokiller Member

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    Give them their weapon, but don't turn of the safety for them until after the immunity?
     
  10. ^Dee^

    ^Dee^ Former Super Moderator

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    >.>

    Why not just make it so immunity is cancelled as soon as they fire their weapon...
     
  11. Private Sandbag

    Private Sandbag Member

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    so they don't just run up to you, ready to fire, and unleach a burst without you being able to guess when it's gunna start. that's just an idea, i might never happen.
     
  12. ^Dee^

    ^Dee^ Former Super Moderator

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    I do think people shouldn't be spawning in the actual cap zone though :)
     
  13. Beerdude26

    Beerdude26 OnThink(){ IsDownYet(); }

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    /me fires entire clip into ^Dee^
    Dee: Oh lawd
    Dee has killed Beerdude26 with Brenodi Assault Rifle.

    That's what would happen tbh :p Enemy just waits until the enemy clip is empty and then just fires.
     
  14. dizzyone

    dizzyone I've been drinking, heavily

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    and this is different from the current spawn protection?
     
  15. ^Dee^

    ^Dee^ Former Super Moderator

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    He'll only ideally have a couple seconds of spawn protection.
     
  16. Dubee

    Dubee Grapehead

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    i like the ideas you have came up with.. the only time this problem has occured for me is on district on the 2nd BE flag(which they shouldnt be spawning in anyways)

    and the new canyon map both teams had no VF's and we were just running in circles around the map trying to cap the flags but they would just spawn and kill us
     
  17. Jcw87

    Jcw87 Member

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    I haven't seen any visual markings. Various serverside plugins for TFC would make the models do that colored glow thing when they are spawn protected, something like that would be a good idea.
     

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