(8 Aug 22 at 1:16pm)Bel1ve. Wrote: -1 already stated by rotten
However I am most definitely up for an alteration to the effect, rather than guaranteed being send back to base it'd be a 50/50.
2x respawn timer
Also reply to this rq.
2x spawn timer wouldn't compensate for the be send back to base effect.
maps are different in size.
Say you get killed in city13 that 2x timer would be more of a hindrance than a benefit, whereas when you have the 2x timer on Mainstreet it is more of a benefit than a hindrance.
(8 Aug 22 at 2:51pm)Sevin Wrote: Exactly. It would be a lot more consistent.
idk what you exactly mean by that.
but I forgot to add the altered system that I had in mind
Rather than having to guaranteed spawn back at base you either have the ability to spawn back at base within 10 seconds or wait about 30 seconds to spawn on any point captured.
Granted you are a squad leader or have the upgrade where squad members can spawn on points.
This would provide an option for those who want quick spawning while still having the effect EOWA have if they wish to spawn on a point.
How about instead of being forced to play death stranding, you get hit with -25% damage output and resistance (same as an avoid order) for two minutes.
in reference to main idea, I do agree that assassin's ability to slap you back to base over and over each time you get back to where you were is extremely unfun to play against, and drives people to simply killbind to get back to the field faster than walking (free failrp ticket)
I like the idea of a longer respawn timer being a replacement, though maybe additionally it could have-- not the aids status effect of an avoid order getting you killed by the same assassin in less time, refreshing the timer-- but instead a decrease in speed for a short time, or the inability to assist in capturing a point for a similar window. that way, you don't have to constantly run back to the field every single time you die to an assassin, rather having a longer respawn time and disadvantage for a short period upon spawning.
for reference, a speed debuff would last shorter than not being able to capture a point, maybe 5 seconds for speed debuff by 20-35%, and capture rate reducing for a window of 5-15 seconds, similar to how the rf/union nco+ whitelists were able to capture points faster, but the other way around.
while you might make an argument that a quick period as I'm suggesting isn't nearly enough to make a drastic difference, remember that a major push into an area by one side can happen in less than 5 seconds.
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if none of that sounds like a valid replacement, then a similar alternative to not being able to spawn on a teammate could be the other way around-- i'll make a scenario because i can't seem to word it correctly
-- rf pvt shitass gets killed by eowa tr bingobonger, has regular respawn time and is able to respawn on one of their two squadmates, hvy spc cocaine and recon cpl meth
-- hvy spc cocaine also gets decked by eowa tr bingobonger, also having a regular respawn time and ability to spawn on recon cpl meth, leaving recon cpl meth as the final squadmate alive
-- recon cpl meth is able to run away from the area, letting their teammates spawn on him before trying to face eowa tr bingobonger
-- unfortunately, recon cpl meth is no match for booclient, and gets shot in the forehead 2ms after peeking
-- rf pvt shitass and hvy spc cocaine are still alive after spawning on the late recon cpl meth
-- recon cpl meth cannot spawn on either of his teammates for a bit of time (take this as you will, im not going to debate how long a timer should be in place *if* it were to be in place), forcing him to either wait out the timer or spawn at base, due to both of them previously being shot and killed by eowa tr bingobonger, having a sort of spawn-nullifying lingering effect
-- assuming that recon cpl meth is the squad leader, being the highest rank of the three, he is able to spawn on a teammate after waiting out that timer, but can spawn on points without the timer
>> this is assuming that rebels do not have the upgrade that lets squadmates spawn on points, and the server is above 40 players, making him the only one able to spawn on points <<
-- with the life they have been given, rf pvt shitass and hvy spc cocaine are able to confront sword tr 09 rapist, dying instantly to 32 rounds of fully automatic 12 gauge shells
-- recon cpl meth has spawned on a point soon after both of his teammates die, but once again due to his recent death to eowa tr bingobonger, neither of his teammates are able to spawn on him and are forced to wait out the timer or spawn at base
-- they both wait out the timer, and after a while of being alone, meth is reunited with cocaine and shitass, though their reunion is short-lived due to eowa tr bingobonger being nearby, listening closely to their computer and, underneath the 194 dB of footsteps, they hear the familiar sound of two rebels spawning, given away by popular male_07 quote: "when this is all over, i'm gonna mate"
-- recon cpl meth and rf pvt shitass are shot and killed by tfa_cvr_rytec_amr or whatever the fuck its name is, leaving hvy spc cocaine to run for his life
-- due to being recently killed by a SWORD, and not eowa tr bingobonger, rf pvt shitass and recon cpl meth should be able to spawn on him, riiiiight?
no, fuck you.
-- because the squad leader, recon cpl meth, has recently died, neither him nor rf pvt shitass can spawn on hvy spc cocaine!!!
>>> basically, cooldown on getting spawned on after dying to assassin and respawning
>> if squad leader is killed by assassin, nobody in the squad can spawn on eachother until the squad leader is alive again, making the idea of a squad leader being the most important member of a squad actually relevant, trying to preserve your life a bit more than doing what rf pvt shitass does and running head-on into whatever bullshit is happening, possibly encouraging more coordination when it comes to what's happening?
> idk im fuckin tired its 6am i been up all night
> anything above where i start marking lines with -- was part of a serious thought process, anything after was kinda just bootleg improv and an idea i wanted to jot down, feel free to ridicule me for my idiocy if you disagree
genuinely feel like there's a much better alternative to being forced back to base every time (especially on much larger maps like stalker or mainstreet where getting back to the field takes a lot of joy and adrenaline out of the gameplay, making you feel like a slave on the wheel of pain from conan), and i'd love to hear more alternatives, and not just a 'no fuck off' or a 'yeah that sounds cool'
hate when this shit goes absolutely nowhere so make it go somewhere, i beg of you
if squad leader is killed by assassin, nobody in the squad can spawn on eachother until the squad leader is alive again, making the idea of a squad leader being the most important member of a squad actually relevant, trying to preserve your life a bit more than doing what rf pvt shitass does and running head-on into whatever bullshit is happening, possibly encouraging more coordination when it comes to what's happening?
correct me if I'm wrong but goddamn man wrote a whole ass story to explain what he wanted.
Not quite fond of Etzil's idea
It really isn't that big of a deal if the squad lead dies since they could just respawn anywhere else, allowing whoever is dead at the time to just respawn as if nothing had happened, it's counter-intuitive to what the purpose of this whole assassin ability is supposed to do
And even then, if the right requirements are met, people can just respawn on points instead of squadmates in that case scenario too
This kind of change to the ability seems rather "situational", and then there's the problem of the assassin themselves not being able to tell who's squad lead and who's not, too.
I'll say as well that I'm not too fond of the other ideas presented here as well, whether that would be replacing it with a WAYY longer respawn time (believe me when I say you'd rather respawn at base quicker instead of waiting an extended period of time to respawn), or some measly passive effect like -25% damage output and damage resistance upon respawn after being killed by an assassin that would last for far too short and not have a significant enough of an effect.
The way I see it, it's either letting us keep our ability and stay like this;
Or lessen the current deployment rules by quite a bit, effectively allowing us to deploy way more often, but still ultimately being useless on the field such as before this ability even got added, which was kind of the main problem with assassin in general.
Also reply to this rq.
2x spawn timer wouldn't compensate for the be send back to base effect.
maps are different in size.
Say you get killed in city13 that 2x timer would be more of a hindrance than a benefit, whereas when you have the 2x timer on Mainstreet it is more of a benefit than a hindrance.
idk what you exactly mean by that.
but I forgot to add the altered system that I had in mind
Rather than having to guaranteed spawn back at base you either have the ability to spawn back at base within 10 seconds or wait about 30 seconds to spawn on any point captured.
Granted you are a squad leader or have the upgrade where squad members can spawn on points.
This would provide an option for those who want quick spawning while still having the effect EOWA have if they wish to spawn on a point.
Free ticket to the shadow realm
in reference to main idea, I do agree that assassin's ability to slap you back to base over and over each time you get back to where you were is extremely unfun to play against, and drives people to simply killbind to get back to the field faster than walking (free failrp ticket)
I like the idea of a longer respawn timer being a replacement, though maybe additionally it could have-- not the aids status effect of an avoid order getting you killed by the same assassin in less time, refreshing the timer-- but instead a decrease in speed for a short time, or the inability to assist in capturing a point for a similar window. that way, you don't have to constantly run back to the field every single time you die to an assassin, rather having a longer respawn time and disadvantage for a short period upon spawning.
for reference, a speed debuff would last shorter than not being able to capture a point, maybe 5 seconds for speed debuff by 20-35%, and capture rate reducing for a window of 5-15 seconds, similar to how the rf/union nco+ whitelists were able to capture points faster, but the other way around.
while you might make an argument that a quick period as I'm suggesting isn't nearly enough to make a drastic difference, remember that a major push into an area by one side can happen in less than 5 seconds.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------
if none of that sounds like a valid replacement, then a similar alternative to not being able to spawn on a teammate could be the other way around-- i'll make a scenario because i can't seem to word it correctly
-- rf pvt shitass gets killed by eowa tr bingobonger, has regular respawn time and is able to respawn on one of their two squadmates, hvy spc cocaine and recon cpl meth
-- hvy spc cocaine also gets decked by eowa tr bingobonger, also having a regular respawn time and ability to spawn on recon cpl meth, leaving recon cpl meth as the final squadmate alive
-- recon cpl meth is able to run away from the area, letting their teammates spawn on him before trying to face eowa tr bingobonger
-- unfortunately, recon cpl meth is no match for booclient, and gets shot in the forehead 2ms after peeking
-- rf pvt shitass and hvy spc cocaine are still alive after spawning on the late recon cpl meth
-- recon cpl meth cannot spawn on either of his teammates for a bit of time (take this as you will, im not going to debate how long a timer should be in place *if* it were to be in place), forcing him to either wait out the timer or spawn at base, due to both of them previously being shot and killed by eowa tr bingobonger, having a sort of spawn-nullifying lingering effect
-- assuming that recon cpl meth is the squad leader, being the highest rank of the three, he is able to spawn on a teammate after waiting out that timer, but can spawn on points without the timer
>> this is assuming that rebels do not have the upgrade that lets squadmates spawn on points, and the server is above 40 players, making him the only one able to spawn on points <<
-- with the life they have been given, rf pvt shitass and hvy spc cocaine are able to confront sword tr 09 rapist, dying instantly to 32 rounds of fully automatic 12 gauge shells
-- recon cpl meth has spawned on a point soon after both of his teammates die, but once again due to his recent death to eowa tr bingobonger, neither of his teammates are able to spawn on him and are forced to wait out the timer or spawn at base
-- they both wait out the timer, and after a while of being alone, meth is reunited with cocaine and shitass, though their reunion is short-lived due to eowa tr bingobonger being nearby, listening closely to their computer and, underneath the 194 dB of footsteps, they hear the familiar sound of two rebels spawning, given away by popular male_07 quote: "when this is all over, i'm gonna mate"
-- recon cpl meth and rf pvt shitass are shot and killed by tfa_cvr_rytec_amr or whatever the fuck its name is, leaving hvy spc cocaine to run for his life
-- due to being recently killed by a SWORD, and not eowa tr bingobonger, rf pvt shitass and recon cpl meth should be able to spawn on him, riiiiight?
no, fuck you.
-- because the squad leader, recon cpl meth, has recently died, neither him nor rf pvt shitass can spawn on hvy spc cocaine!!!
>>> basically, cooldown on getting spawned on after dying to assassin and respawning
>> if squad leader is killed by assassin, nobody in the squad can spawn on eachother until the squad leader is alive again, making the idea of a squad leader being the most important member of a squad actually relevant, trying to preserve your life a bit more than doing what rf pvt shitass does and running head-on into whatever bullshit is happening, possibly encouraging more coordination when it comes to what's happening?
> idk im fuckin tired its 6am i been up all night
> anything above where i start marking lines with -- was part of a serious thought process, anything after was kinda just bootleg improv and an idea i wanted to jot down, feel free to ridicule me for my idiocy if you disagree
genuinely feel like there's a much better alternative to being forced back to base every time (especially on much larger maps like stalker or mainstreet where getting back to the field takes a lot of joy and adrenaline out of the gameplay, making you feel like a slave on the wheel of pain from conan), and i'd love to hear more alternatives, and not just a 'no fuck off' or a 'yeah that sounds cool'
hate when this shit goes absolutely nowhere so make it go somewhere, i beg of you
if squad leader is killed by assassin, nobody in the squad can spawn on eachother until the squad leader is alive again, making the idea of a squad leader being the most important member of a squad actually relevant, trying to preserve your life a bit more than doing what rf pvt shitass does and running head-on into whatever bullshit is happening, possibly encouraging more coordination when it comes to what's happening?
correct me if I'm wrong but goddamn man wrote a whole ass story to explain what he wanted.
It really isn't that big of a deal if the squad lead dies since they could just respawn anywhere else, allowing whoever is dead at the time to just respawn as if nothing had happened, it's counter-intuitive to what the purpose of this whole assassin ability is supposed to do
And even then, if the right requirements are met, people can just respawn on points instead of squadmates in that case scenario too
This kind of change to the ability seems rather "situational", and then there's the problem of the assassin themselves not being able to tell who's squad lead and who's not, too.
I'll say as well that I'm not too fond of the other ideas presented here as well, whether that would be replacing it with a WAYY longer respawn time (believe me when I say you'd rather respawn at base quicker instead of waiting an extended period of time to respawn), or some measly passive effect like -25% damage output and damage resistance upon respawn after being killed by an assassin that would last for far too short and not have a significant enough of an effect.
The way I see it, it's either letting us keep our ability and stay like this;
Or lessen the current deployment rules by quite a bit, effectively allowing us to deploy way more often, but still ultimately being useless on the field such as before this ability even got added, which was kind of the main problem with assassin in general.
Call me biased or whatever, but, -1