Just needs a slight decline. Like instant. Because the **** does not work. I hate when we get killed in spawn by a player who had time to run all the way there and kill 2 of us before mark happened. When you combine this **** with people eating bullets, even right in the head, you really have a mess. Then you combine that with broken sounds that many times do not play at all. The timer for this seems like a simpler fix. The other stuff has been an issue for all of us, talking the people I know that play Siege, for so long I assume Ubi is just not really caring.
Yeah, yeah... Remove spawnpeeks, remove detection timer, remove realistic shadows and lighting, day and night, remove maps some part of the community doesn't like for some reason... Tell me the truth - you just want to make Siege even more casual than Counter-Strike, do you?
I participated at least in 3 of those threads during this year and I'm really tired already. I don't know how to convince people that "instant spawnkills" by runouts is a result of a bad map design, it can be fixed easely, like devs did with the Border valley spawn. Maps with those spawns (like Bank or Consulate, Gas Station spawn on Outback) need to be reworked, that's all. On most maps defenders have no possibilities to run into the attackers under 3 seconds, until attackers don't rush mindlessly towards them.
And if an attacker can't deal with the runouts on his own territory, he's just worse than that defender. There should be no excuses - it's usually only one spot, one way that defender would use to come and surprise you, while you can go prone or take cover (it's still 3 seconds of any actions), or start prefiring. If you can't get a free kill from this guy in a plain sight, do you really think you have any chances dealing with him inside? Why? He won't be alone there.
I just hate the casual aspect of running outside and killing people before they can move. Map design or not it sucks. Runouts have a huge advantage. People peeking from windows less so of course. But there is a marked advantage to running out. Reworking it is great I guess. But not going to happen. Timer is a simple solution. But that would kill the game for those that do this stuff.
Spawn peeks I am fine with overall . I mean, as long as they cannot see you before you can move. Last season I spawn in and am immediately does from a player in a third floor window. I could not even move before I died. That right there is not a skill based mechanic. Which, combined with the many issues this game has, destroys the competitiveness. But as long as players cannot be killed for they can even move I am fine with people looking outside. In plenty of matches the rounds were made easy on attack because they would peek and we always watch and shoot the windows. That is not even a broken mechanic.
Fixes yeah. But this timer is a simple fix. Then again the game has so many issues that it is hard to take serious.
The thing is, we can count such places by fingers on our hands. Try to remember them and it's unlikely you would find more than this.I just hate the casual aspect of running outside and killing people before they can move
Simple fix isn't always the best. Simplifying one of the core mechanics that much might cause a precedent.Fixes yeah. But this timer is a simple fix.
Like...
... but the other players here on forums proposed making barricades unbreakable for 30 seconds after round's start. To prevent spawnpeeks, yeah.Spawn peeks I am fine with overall
The others claimed friendly fire should be disabled at least in prep phase, because defenders can accidentally hit their teammates' legs while chasing drones. Some went even further, by proposing to remove FF entirely because it causes them nothing but frustration.
Why will it be yours issue fixed and not the others?
You see, there are lots of things people don't want to deal with. Ubi devs can't satisfy all of them. Like, your issue is not even the biggest one. Defenders can spawnpeek on any map, but there's not so many good runouts, right?
I have to disagree on the "runouts" part. A well-placed Valk cam outside can make this REALLY favor the defenders; they wait until you turn your back...and BAM. The only way to really combat that, is to have someone stuck playing IQ....forever? You can also try to keep a drone outside and watch for a few seconds after the prep phase to see if you can catch her throwing a cam. But all that said, I would not describe dealing with runouts as "easy".Originally Posted by PES.Captain Go to original post
Why would you turn your back, especially if you revealed defenders are having Valkyrie? I mean if you know there's probably someone, at least one of you should cover your flanks.A well-placed Valk cam outside can make this REALLY favor the defenders; they wait until you turn your back...and BAM.
The second way is actually knowing the most common black eye positions. Camera should not be just hidden, it should be effective. Therefore, useful spots are very limited to possible angles and a throwing distance. You know, those trees on Consulate, cafe terrace and shop roof on Theme park...
I think Valk cameras are more dangerous inside, there're literally no limits where you can place them there.
There is at least one 'safe' spawn on each map. Perhaps use those locations?..because I feel we would lose another risk dynamic if the spotting is lowered too much.Originally Posted by GuerreroUltimo Go to original post