Dodgeball, TDM, and KOTH need adjustments (Suggestions)
I'm not talking about the tuning either. After getting to diamond in these playlists (which I never actually played any of these core modes beforehand - besides competitive warmup for dodge and koth) I realized how truly awful they are.. Here's why for each mode.
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Dodgeball - Enemies can spawn behind you/on-top of you and there is zero indication if someone has spawn protection or not (which is a terrible mechanic and should cease to exist immediately). So you can be holding a cross for a team mate and someone can spawn literally behind you and you can get blasted - even if your team mate makes the call someone is behind you - you cannot even tell if they have spawn protection or not.. You can fire 2 shots that would gib and they do nothing besides produce an audible noise and then die which can and HAS costed players rounds. I believe spawn protection should be nothing more than 1-2 seconds as the whole idea behind spawn protection in video games is to prevent you from spawning into a bullet or explosion. I also believe players should not spawn directly behind players - the games lack of decent footstep audio becomes a big issue with this. I've been holding a spot or even rotating and then just died from the back thinking "I didn't see anyone get behind me - then get frustrated because they spawned there"
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TDM - This mode is really bad, once you win the initial engagement and gather power weapons - you can actually just setup and spawn camp the other team. Everytime they try to leave spawn you can just nail them with the markza, torque, or whatever power weapons you have - heck you can just use active rounds in the hammerburst (which is extremely overpowered in core) and they won't even be able to take back the map (this is more a problem in squads than public play but still happens)
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KOTH - My issues here is that one team will spawn closer to the current hill than the other team - and respawn times don't seem intuitive because sometimes you spawn faster and other times you spawn normally. I don't know if that's a mechanic with the amount of points/time left in a round but it's not clearly stated and pretty bad. I also have issues with spawn protection in this mode when I'm rotating to the hill sometimes the other team spawns next to the hill and again I die because a player had spawn protection. Edit: I've been informed that KOTH uses group respawns in a cycle so if one person dies the cycle begins and if you die in that time you will spawn at the same time in that cycle - this is to prevent staggering)
So in conclusion, TDM needs spawn location adjustments or some form of objective that you must complete before you can continue to tick down a teams respawns (ie go here then you can take down 10 ticks to force a team away from spawn camping) - Dodgeball needs spawn protection to be removed or lowered to a very short period and have a very noticeable visual effect that someone cannot take damage - KOTH needs to state when respawns are suddenly faster or slower and players should not spawn near an active hill or if they will spawn near an active hill then make their respawn timer an extra 2-3 seconds longer so that the advantage they have isn't as massive as the other team who spawned further away.
Please discuss constructively, I'm curious to hear other players thoughts
Posted Jun 17, 2017, 11:50 AM UTC · edited