Author Topic: spawn invuln  (Read 8621 times)

l0ckp1ck

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spawn invuln
« on: August 17, 2010, 01:02:07 AM »
I would like to propse a 5 to 10 second invuln spawn for railz server like they do at lithrailz. the spawn rape is getting beyond a joke
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Offline Sgt. Dick

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Re: spawn invuln
« Reply #1 on: August 17, 2010, 04:33:34 AM »
5 seconds, especially 10 seconds is way to long, I could stand there and crotch grab taunt with invul  :nana:

I'm sure 1-2 seconds would be plenty.  If your not moving by then, you deserve to be spawn fragged  :dohdohdoh:

How would spawn invul effect other people's respawns, for instance telefrags  :?:
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Offline Slayer :D

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Re: spawn invuln
« Reply #2 on: August 17, 2010, 05:41:12 AM »
On lithium if you spawn inside somebody with spawn protection you both get stuck until somebody kills you both or you blow youselves up with splash damage.
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Offline [BTF] Reflex

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Re: spawn invuln
« Reply #3 on: August 17, 2010, 08:58:13 AM »
Ten seconds to be invulnerable and plink at people?

I like it the way it is,  love a good game of wack-a-mole every so often.

Not all the maps allow for it,  if you get into a getting spawn raped cycle, delay spawning by 10 seconds to try and throw it off.
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Offline Sgt. Dick

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Re: spawn invuln
« Reply #4 on: August 17, 2010, 05:51:58 PM »
True,  if you don't keep respawning immediately you won't respawn in the same place.
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l0ckp1ck

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Re: spawn invuln
« Reply #5 on: August 17, 2010, 09:37:22 PM »
True,  if you don't keep respawning immediately you won't respawn in the same place.

not true. take q2dm8 for example. many spawn pads, yet you keep spawning at the same 2 all the time, this happens with most maps and it doesn't matter how long u wait to respawn. 10 second invuln is probably too long but it should be between 3 to 5 seconds
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Offline VaeVictis

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Re: spawn invuln
« Reply #6 on: August 17, 2010, 10:36:23 PM »
True,  if you don't keep respawning immediately you won't respawn in the same place.

not true. take q2dm8 for example. many spawn pads, yet you keep spawning at the same 2 all the time, this happens with most maps and it doesn't matter how long u wait to respawn. 10 second invuln is probably too long but it should be between 3 to 5 seconds

you already have a little bit of invul which will stop spawn frags, just move different directions or do weird shit off of the spawn so you dont get shot so fast

most of the spawn frags on railz are telefrags anyway lol cant stop that either way...

the way its at right now is just right for ffa, i like no spawn protection at all... but for ffa that turns into kinda a shit storm :/ so the 1 second or so one that is there right now is just fine
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Re: spawn invuln
« Reply #7 on: August 18, 2010, 04:04:32 AM »
10 second invuln is probably too long but it should be between 3 to 5 seconds

It doesn't seem reasonable to me, to have such a long time to aim at other players while being completely invulnerable.

If I ever did experiment with a lengthy spawn protection duration, I'd probably combine it with extreme increased knockback from your opponent's railguns while you were invuln... At least then, while you are invuln and aiming at them, they can knock you around the map a bit to spoil your aim.


Regards,

quadz

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Re: spawn invuln
« Reply #8 on: August 18, 2010, 06:58:55 AM »
10 second invuln is probably too long but it should be between 3 to 5 seconds

It doesn't seem reasonable to me, to have such a long time to aim at other players while being completely invulnerable.

If I ever did experiment with a lengthy spawn protection duration, I'd probably combine it with extreme increased knockback from your opponent's railguns while you were invuln... At least then, while you are invuln and aiming at them, they can knock you around the map a bit to spoil your aim.


Regards,

quadz

I've seen some mods compromise and do about 3 seconds spawn protection unless you fire. (probably a WOD or LOX server) With games as fast paces as rails, this ends up being (essentially) spawn protection until you attack. What it leads to mostly is using that time to get out of the area. 2-3 seconds should be fine IMO.
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Offline console

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Re: spawn invuln
« Reply #9 on: August 18, 2010, 01:00:47 PM »
I've seen some mods compromise and do about 3 seconds spawn protection unless you fire. (probably a WOD or LOX server) With games as fast paces as rails, this ends up being (essentially) spawn protection until you attack. What it leads to mostly is using that time to get out of the area. 2-3 seconds should be fine IMO.

Hmm; actually I had assumed losing spawn protect when you fire was a given.  Our spawn protect already works that way (or, at least, it's supposed to.)

My comments were based on, even given that assumption, it seems a bit cheesy to me to have such a long time to take aim on an opponent, knowing that you are protected until the moment you decide to take the shot.


Regards,

:exqueezeme:
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Offline VaeVictis

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Re: spawn invuln
« Reply #10 on: August 18, 2010, 03:03:14 PM »
i think its fine the way it is, whenever my trigger finger gets itchy and i nail some one on the spawn they are spawn protected and just get knocked back, the way its set right now they have enough time to move... maybe alpha is just disliking it because his lag causes him to be stuck on the spawn a bit longer...

most of the spawn frags in railz as ive said are just telefrags anyways, crowded server will end up in people spawning in the same place at the same time, bad randomization code for q2 spawns i guess :)

alpha just try holding down a movement key when you spawn, dont always do forward though as its predictable and thats where most railers will aim on a spawn due to the spawn protect
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Offline Barton

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Re: spawn invuln
« Reply #11 on: August 18, 2010, 03:12:36 PM »
The system works fine as it is. The problem is your trying to play a mod that favors low ping.
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Re: spawn invuln
« Reply #12 on: August 18, 2010, 03:54:59 PM »
Hmm; actually I had assumed losing spawn protect when you fire was a given.  Our spawn protect already works that way (or, at least, it's supposed to.)

It probably does. I'm so good I'd never know.  :badgrin:



Naaah.. I can't back that up  :raincloud:
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l0ckp1ck

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Re: spawn invuln
« Reply #13 on: August 18, 2010, 09:55:56 PM »
The system works fine as it is. The problem is your trying to play a mod that favors low ping.

that could be said of all mods. ideally it is nice to play all mods with a low ping but for me its not an option, so i try and do the best i can with my 220 ping.
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Offline QwazyWabbit

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Re: spawn invuln
« Reply #14 on: August 19, 2010, 08:23:05 AM »
I didn't know any mods lifted spawn protect when you fired. I thought it was strictly a timer. I know LOX doesn't remove spawn protection when you fire but it sounds like a good idea to add that.

I've seen complaints from both sides of the issue. Players complaining of not being able to get a wep before they are fragged, getting fragged at spawn, others complaining that a spawning player took advantage of the invul time and fragged them from a pad or shot them in the back after they ran past the respawner, etc. Does a setting exist that will satisfy everyone?
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