Assassin Return-To-Spawn Removal


Minishogun721  Senior Server Administrator VIP 15 Sep 22 at 9:28pm Edited
#21
i think hamburgers and cheeseburgers work well with fries

Also, what if assassins got flir? Could be a good exchange, good compromise to get rid of this annoying mechanic
Hollow  Head Affairs Counselor Junior Infrastructure Moderator Senior Server Administrator VIP 15 Sep 22 at 11:25pm
#22
-1 tryna unassassin a assassin
*~ Snake ~*  VIP 15 Sep 22 at 11:59pm
#23
+1, Assassins make the game incredibly boring. I'd rather leave and play something else everytime they deploy.
Alma Armas  VIP 16 Sep 22 at 12:40am
#24
+1 and -1

1+ to it should be changed, not outright removed.

It could be a far increased respawn time like +5/10 for all I fucking care, I truly do not want to get out of base again over and over with no walk speed.

It could have been anything else, now it's just unfun to fight against Assassins, and since LAs are actually active and are able to deploy, that's even more bad. Not even mentioning how some assassins are fucking cracked like Ghost and many others.
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Kiva  Member 16 Sep 22 at 1:31am Edited
#25
+1: Assassins disturb the gameplay loop with little recompense. I've played on server longer than I had when I made previous suggestions regarding Assassins, but my opinion hasn't changed much if at all beyond what a reasonable counter suggestion would be.

What I've learned of Assassins in my relatively short playtime is that they pack 400 HP with 365 HU speed, and 6 carry capacity. Their rifle does 295 damage a shot, easily doubled to 590 with a headshot (which consequently instantly kills most classes). Because it's a semi-auto with utterly inane damage, it's king at all ranges: be it CQB or long range; and yet, they don't have to use that rifle to send you back to HQ. They can melee you, equip a pistol/submachine gun/rifle or grab a voucher weapon (ranging from things like the G36 to including inane shit like flamethrowers or apparently vortiguant beams) and get the same effect instead.

This all effectively amounts to most interactions with Assassins being "if one sees you, you're shit out of luck." You have a several-minutes long trek back to the frontlines, and it's incredibly disheartening to have to explain this to new players during their training.

The suggestion that seems to better balance this mechanic would be replacing it with a respawn timer penalty— something like +7 seconds as a sweet-spot, since some classes have 5 second respawn timers and others have 10 second respawn timers. This allows them to put on pressure without being as excessive as they are now and it rewards teamplay and communication on both sides— because they can give their team more breathing room, and if someone else can kill the Assassin who just killed you then you can at least spawn on your buddy or a nearby point instead of being taken out of the game for nearly two minutes on average every single time an Assassin is deployed.
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cheeto  VIP 16 Sep 22 at 1:36am Edited
#26
(16 Sep 22 at 1:31am)Kiva Wrote: +1: Assassins disturb the gameplay loop with little recompense. I've played on server longer than I had when I made previous suggestions regarding Assassins, but my opinion hasn't changed much if at all beyond what a reasonable counter suggestion would be.

What I've learned of Assassins in my relatively short playtime is that they pack 400 HP with 365 HU speed, and 6 carry capacity. Their rifle does 295 damage a shot, easily doubled to 590 with a headshot (which consequently instantly kills most classes). Because it's a semi-auto with utterly inane damage, it's king at all ranges: be it CQB or long range; and yet, they don't have to use that rifle to send you back to HQ. They can melee you, equip a pistol/submachine gun/rifle or grab a voucher weapon (ranging from things like the G36 to including inane shit like flamethrowers or apparently vortiguant beams) and get the same effect instead.

This all effectively amounts to most interactions with Assassins being "if one sees you, you're shit out of luck." You have a several-minutes long trek back to the frontlines, and it's incredibly disheartening to have to explain this to new players during their training.

The suggestion that seems to better balance this mechanic would be replacing it with a respawn timer penalty— something like +7 seconds as a sweet-spot, since some classes have 5 second respawn timers and others have 10 second respawn timers. This allows them to put on pressure without being as excessive as they are now and it rewards teamplay and communication on both sides— because they can give their team more breathing room, and if someone else can kill the Assassin who just killed you then you can at least spawn on your buddy or a nearby point instead of being taken out of the game for nearly two minutes on average every single time an Assassin is deployed.

Assassins cannot get weapons from weapon vouchers, also the barrett is supposed to good


Anyway -1, the ability makes sense for assassin to have as it makes us more of a pushback class.
[DEFN] Aithead  Head Gamemaster VIP 16 Sep 22 at 2:16am
#27
I'm gon be honest, the time it takes to respawn at base and move back to the frontlines is not a big deal. I can't really consider arguments based on that as "valid" because legitimizing the cocaine-addicted monkey-brain energy some CvR players have goes against my religion.

I get more confused when I get killed by an LA/EOWA than annoyed cuz I forget what their ability is and then spend an extra 5 seconds clicking on the red + symbols wondering why they don't work lol

Anyways, in terms of balancing, I think the current iteration is fine.
-It fits the concept of the class. Getting assassinated usually just means, yaknow, you die. Walking back out of base is a decent alternative.
(If you argue specifically and only against the above point just realize that your existence is invalid because you're engaging in a strawman)
-It fits the gameplay the class is designed to fulfill; pushback classes require capabilities beyond normal infantry classes so they can push back, and so this ability can let an LA/EOWA actually help their team instead of respawns on the field forming a solid wall of HP that eventually whittles them down.

If a change was absolutely required, i'd say an increased respawn time would be the solution. However, pansy-ass people suggest low ball numbers like +5, +7, or even +10. Hell nah, if the ability is gonna be effective the added respawn time would need to be +15 at least, because then there's an actual noticeable delay in enemy respawn waves that would allow a team that requires pushback class support the time to actually move into, capture, and then secure a Point.

That's the entire point of the forced spawn at base, if a team is pushed back and an LA/EOWA forces 1/2 the enemy team to walk from base, that's 1/2 a teams worth of bodies who aren't going to be present to capture points. Hence from a gameplay perspective, any change to the existing system would need to compensate that functionality in a similar way.

Imo, if the alternative is between a +15 second respawn timer or walking out of base, i'd take walking out of base. At least then I get to recapture backline points and loot resource nodes instead of AFKing on the respawn screen.

(Also any complaints about LA/EOWA being able to use any other weapons are just kinda stupid. Their sniper rifle is already going to be the most effective weapon they have in any situation, and their limitation of 6 Carry Weight means they can't actually use anything vaguely "meta" without hitting a huge speed nerf. Only exception is Event rewards, but those are only 1-time use)

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Bel1ve.  VIP 16 Sep 22 at 6:48am Edited
#28
(15 Sep 22 at 7:30pm)Valiance Wrote:
(15 Sep 22 at 7:29pm)[DEFN] Sentinel Wrote: "transports usually aren't deployed due to vehicle rules" Transports have no deployment rules specifically for this reason. They can be deployed at will.

I never see them deployed. If they were common I wouldn't have made this thread.
I didn't know that, so my fault.

Have to call you out on this, this is insane cap cause they get spammed the fuck out of.

You must be blind or have not been on when they are being spammed.
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Hollow  Head Affairs Counselor Junior Infrastructure Moderator Senior Server Administrator VIP 16 Sep 22 at 9:20am
#29
A lot of what ait just said stands true. If you want a suggestion for a change from spawning from base , make that change comparable to that.
Alma Armas  VIP 16 Sep 22 at 9:54am
#30
(16 Sep 22 at 9:20am)Hollow Wrote: A lot of what ait just said stands true. If you want a suggestion for a change from spawning from base , make that change comparable to that.

True, 5-10 is low I admit, make it like 15 or hell 20
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