I mean anyone with any length of playtime in Siege will tell you this idea will present so many issues.
Firstly, this punishes NO ONE who dies within the first 5-10 seconds of a round (both attackers and defenders) who can now simply sit on a gadget or drone if placed accordingly during prep phase. to combat this and ensure there should always be a form of punishment for "early players who die" you need to introduce a small "window" at which you "will not be placed into a "gameplay after death state" aka, if you die within the first 5-10 seconds "after prep phase" you cannot for the duration of the round "sit or control whatever gadget you placed or drone you had in hiding"
This system is literally going to increase the number of early players who die with next to zero punishment for doing so.
Secondly, How do you plan to balance Echo, Maestro and Mozzie? I 100% will bet, 2 out of 3 mentioned will end up being #1 banned operator on defence to remove any element of frustration when an Echo or Maestro just die and sit on gadgets in hiding. not everyone will have the utility to deal with the gadget(s) so this will cause an imbalance.
Thirdly, this simply promotes zero communication, as evident by yellow ping and its "lack of changes" when you asked for feedback. all this does is promote casuals into a mentality of "I dont need to communicate, because I can still control my stuff" yellow ping was pushing this concept but yellow ping combined with Mozzie, Echo and Maestro and potentially any other operator added in the future will just make this problem far worse. defenders win more rounds than attackers so how would this even balance its self out? all I see is either a 1 sided ban rate on 2 out of the 3 operators or communication being less when chosen.
Fourthly, How does this playout with regards to dokkaebi? because surely defenders who are dead should not be allowed to control gadgets if dokkaebi hacks cams. this imo would be a great counter to a system such as this because if she is alive, she should be able to take control just as much as defenders dead can.
I see what you mean but I dont view it as problematic. Given that both the evil eye and yokai were made incredibly weak over time and mozzie relying on attacker mistakes to get drones at all they will be fine balance wise. Also I dont think early deaths will be an issue since the people who dont wanna die immideatly wont wanna do so if they get to control 2 cams either tho I wouldnt be opposed to a system like you described.
Same goes for the communication basically: if a guy was communicating before he wont stop because he now can yellow ping more reliably.
I will say tho that attacker drones could be much more of a nuisance especially in 1 v 1 situations. All in all its a wait and see imo as its just planned and if it really messes up the game on the ts it wont come into live build Im sure.
It's clearly punishing if you can't hold a weapon and shoot the bad guys. Sure, intel is still a weapon, but it's not one that can kill the enemy without solid coordination.
Being able to use drones after death is a welcome change, they did it to increase player retention (a lot of people just alt-tab when they die and they get bored extremely quickly.) I could see an argument for keeping this change only in Quick Match, but I don't think there is an issue with it overall. It just makes killing drones and other intel gadgets more important. It's only a minor adaptation for you to make.
It doesn't make death less punishing so much as it just gives people something to do while dead. And it just *makes sense,* because there have been so many times where most of my team is dead and drones are just sitting around being useless.
This change not only makes the game more engaging, but further encourages teamwork on top of more brightly highlighting the counterplay in destroying the enemy team's intel gathering utilities. Honestly, what's not to like?
Maestro is still potent at higher levels of play when you dont have the utility to deal with it. this is made worse by the fact if maestro dies he can still make use of those gadgets which imo makes him a "higher risk taker" because instead of him dying and unable to do much for the team (in regards to using his cams currently) he can now take greater risks knowing full well he can die and sit on his evil eyesOriginally Posted by Mike_Oxuge Go to original post
Hence this system does the opposite of "punishing players who die early" in fact it greatly benefits them because they can still be of use even though if an attacker kills an echo/maestro or mozzie they should be rewarded for that kill by the gadget not being usable but thats not the case with this system.
Think about it, maestro and echo are typically meant to anker on site to be alive long as possible to ensure the gadgets stay in use as long as possible. this system will just promote maestro and echo players to be more aggressive in there peeks or even roaming with little drawbacks to dying now other than being 1 man down, when currently its being 1 man down with no use coming from yokai's or evil eyes in terms of counter ability to attackers, all they "currently do" is act as cams that can spot.
The communication aspect wasnt meant for "people who already communicate" its meant for the casual players who "dont communicate" fullstop. this system just solidifies that mindset of "communication isnt needed" because you now can yellow ping and if your echo, maestro or mozzie you have full access to your gadget which again requires little communication to really be of use. this will just promote players being more agressive, dying sooner and sitting on gadgets yellow pining and being a nuisance to players who are alive and have direct impact on the outcome.
defender or attacker dying should have no impact on a rounds outcome other than communication. imagine if a dead echo counters bomb plant...... yh that could partly be an issue on attackers not spotting the yokais but any good echo player knows great spots to place yokais so they are out of LoS but can still counter default plant spots due to perspective problems.
From a balance point, echo and maestro have far less to lose than other operator on both defence and attack when it comes to dying and still being of use to the team. so this will either force a nerf for both as they could be extremely strong once this change is finalised for whatever season or you could end up with these 2 being the most banned ops on defence due to the nuisance/frustration aspect that I 100% will see coming from this change