Hideout spawn suggestion

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samogon100500
Posts: 1134
Joined: 2009-10-22 12:58

Hideout spawn suggestion

Post by samogon100500 »

Hi!
In 0.91 fix we have no spawn on hideouts/FOB,when enemy near by!
Little suggestion - make spawn on hideouts,when enemy near by,or change distance to minimum!
Insurgency fighting predominantly on city,CQB etc. when enemy near he can't spawn,and can't defend caches!2nd and 3rd hideout not so close where,that needet,and when hes no have any dressings or any medic help - they can't survive against BLUFOR,thats make game for INS team very boring!
P.s Play for INS team is not easy,trust me :-D
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Hideout spawn suggestion

Post by Rudd »

the spawning mechanic is set this way for several reasons

1) we don't like seeing people spawn ingame, it breaks immersion
2) we don't like spawnrapers, its bad gameplay and boring
3) wave after wave of suicidal fighters from a hideout next to you is boring
4) frankly, people spawning on hideouts near the enemy would just give away its position even easier, if the enemy don't find it it will reactivate when the enemy are dead or moved away.
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Tim270
PR:BF2 Developer
Posts: 5166
Joined: 2009-02-28 20:05

Re: Hideout spawn suggestion

Post by Tim270 »

The most simple option anyhow is to build two hideouts. One 'on' the cache and a backup or 'ghost' one that you can use to support said cache when the main one goes down. Never just rely on one.
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Rissien
Posts: 2661
Joined: 2008-11-07 22:40

Re: Hideout spawn suggestion

Post by Rissien »

Or you do what we do, we build a 'triangle' of hideouts all relatively equidistant from a cache. having one next to a cache always gives them away. Unless its in a real defensive position like a cave people should stop building next to them.
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MA3-USN Former

クラナド ァフターストーリー
Boommelonshot
Posts: 28
Joined: 2008-07-01 14:55

Re: Hideout spawn suggestion

Post by Boommelonshot »

I agree with the hideout idea
doop-de-doo
Posts: 827
Joined: 2009-02-27 12:50

Re: Hideout spawn suggestion

Post by doop-de-doo »

Hideouts being overrun means that the enemy has dominated that area. The area is large for the above reasons and also to protect you from easily getting killed when you spawn. You should always have more than one hideout near important objectives so you can continue protecting the caches. If all the hideouts nearby are overrun then that means your defenses have failed and you were not able to keep the enemy out, leaving the enemy to finish the job.

:evil: B4TM4N :evil:
rushn
Posts: 2420
Joined: 2010-01-01 02:51

Re: Hideout spawn suggestion

Post by rushn »

i think the range should be reduced but not to zero to rpevent spawn camping

because a lot of foghts are cqc
Slightchance
Posts: 49
Joined: 2007-12-12 12:14

Re: Hideout spawn suggestion

Post by Slightchance »

I understand the rules behind disabling spawns for hideouts. They make sense to me, but what I do question is the concept of taking and holding ground in insurgency.

Conventional forces have already captured the city or country, but now are being attacked by enemies hiding in the mass of civilians living in those cities. Some cases, such as Fallujah are more of a battle against a stronghold rather than a guerrilla style insurgency setup, so I guess it can work in both ways.

What I think would help gameplay and realism is to give insurgents the options of placing more spawn points, perhaps squad specific spawns, in addition to hideouts to give more of a feeling that insurgents come from all directions and that even after taking, "the ground" that attacks can and still will happen as there really is no front line in current fights and attacks can, and do, happen at unexpected times and in unexpected places.
Epipen
Posts: 74
Joined: 2010-06-30 05:29

Re: Hideout spawn suggestion

Post by Epipen »

Yesterday i killed a whole squad at their firebase, when i was healing myself a soldier spawned at the firebase and killed me... that was ridiculous....

sometimes when i see hideouts and switch to the knife to destroy it, a insurgent spawn and kill me... jesus...
Teek
Posts: 3162
Joined: 2006-12-23 02:45

Re: Hideout spawn suggestion

Post by Teek »

Epipen wrote:Yesterday i killed a whole squad at their firebase, when i was healing myself a soldier spawned at the firebase and killed me... that was ridiculous....

sometimes when i see hideouts and switch to the knife to destroy it, a insurgent spawn and kill me... jesus...

Thats because you were alone, if you had a buddy near you it would have been disabled
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Jigsaw
Posts: 4498
Joined: 2008-09-15 02:31

Re: Hideout spawn suggestion

Post by Jigsaw »

Epipen wrote:Yesterday i killed a whole squad at their firebase, when i was healing myself a soldier spawned at the firebase and killed me... that was ridiculous....

sometimes when i see hideouts and switch to the knife to destroy it, a insurgent spawn and kill me... jesus...
And this is why we hate seeing people spawn. And a perfect encapsulation of why this suggestion just won't happen. As Teek said this wouldn't have happened if a friendly had been close as well.
http://www.youtube.com/watch?v=8CKjNcSUNt8
"I love the smell of napalm in the morning. You know, one time we had a hill bombed, for 12 hours. When it was all over, I walked up. We didn't find one of 'em, not one stinkin' dink body. The smell, you know that gasoline smell, the whole hill. Smelled like... victory. Someday this war's gonna end... "
Bazul14
Posts: 671
Joined: 2009-06-01 22:23

Re: Hideout spawn suggestion

Post by Bazul14 »

'= wrote:H[=Rissien;1424921']Or you do what we do, we build a 'triangle' of hideouts all relatively equidistant from a cache. having one next to a cache always gives them away. Unless its in a real defensive position like a cave people should stop building next to them.
I agree, that's also what I do sometimes. The hideouts, with the 200m boundary between them, allow persons to spawn near the cache(about 100m if the cache is in the center of the triangle) while not revealing the cache.
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