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| View Poll Results: Leave the "leaving combat area warning" or not? | |||
| Leave the "leaving combat area warning" |
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45 | 31.25% |
| Remover or make alterations to the "leaving combat area warning" |
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99 | 68.75% |
| Voters: 144. You may not vote on this poll | |||
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#1
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Who else remembers the days from Ro1 or Dh where you have been fending off the enemy and there would be those awesome moments where you are the lone soldier behind enemy lines picking off Germans from behind because you survived? Those moments were great and they no longer exist because of that sad "leaving the combat area warning".. Its not only unrealistic, but it means that those unique moments when you can get behind the enemy lines are now GONE. I HOPE that the devs will consider removing it or altering it to some degree. How do you all feel about it?
Last edited by Jerren; 07-06-2012 at 01:00 PM. |
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#2
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one of the first things i noticed in the game. i was just doing my job in a cap zone and all of a sudden i have to run for my life? that's dumb. my choice is to either get shot in the back or explode? thanks. no.
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#3
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Agreed, and EVERY time I'm doing my job, as sniper or whatever, and I have to SPRINT to safety zone because of that warning, what happens? I get shot in the back by surrounding enemies. Seriously, I find it a game mechanic that needs SERIOUS tweaking. IMO, it should be removed all together, or at least give us much longer to get back to the safety zone, so that we can tactically sneak back without having to sprint back only to be shot.
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#4
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Ideally, the thing could differentiate between people who were caught by it (that were already in the zone when it became prohibited) and people who entered the area.
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#5
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I also totally hate this feature.When i play assoult class , i ussually rush into the building on enemy territory or capping zone.
I understand the reasons for the timer, but at least make it more than 15 second , jesus.2 or 3 minutes would be ok. But at times when enemy caps zone and i have to explode or unreveal myself and sprint , both resulting certain death is ridiculous. Camping isn't a big of an issue in RO2 so leave it out. Last edited by Chopy; 07-06-2012 at 01:02 PM. |
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#6
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I would like to see Spawn Protection for one spawn only, the furthest back spawn. So everywhere else including new spawn points are not protected.
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#7
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Very bad poll. There's a big difference between "removal" and "alteration".
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#8
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most, polls on the forum aren't thought out well enough.
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#9
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I think It's justified to completely remove it in all modes. What's the purpose of such a feature other than restricting people to move within certain areas or move in certain patterns? The worst thing with this feature isn't it existence though. It's the stupid accent. Like some sort of cheesy announcement voice.
EDIT: r5cya, please remove and replace it with .
Last edited by Cyper; 07-06-2012 at 01:46 PM. |
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#10
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In addition, it makes it impossible to go kill one AFK survivor at their spawn when the reinforcements have been depleted.
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#11
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Quote:
It interferes!! Get rid of it altogether. Not needed. |
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#12
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When I first read this topic, I didn't really notice this problem.
But this evening, I was playing as axis on the station map (classic) and my team was attacking objective A. I made my way up the left flank and entered the building of objective B. Objective A was not yet captured. Yeah, you guessed it: "leave the combatzone" and I was as dead as a worm. real fun... yup... |
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#13
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I think its ok to an extent.
Not when its bugged or pops up in a just recently captured objective, definitely not then. That is just annoying. But farther behind the lines where no individual would realistically venture I think its ok, especially behind areas where the enemy would spawn and there no objectives nearby to capture. One of the things that pissed me off to no end in DH were when one or two guys would sneak behind enemy lines and shoot people who just spawned in the back for cheap and cheesy kills...Way way behind the lines. That is just BS.
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#14
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I understand why it is there: it is never good to see an enemy spawn in front of you, neither for immersion, nor for gameplay.
However, I think the cure is worse than the desease. Please check my tweak to the spawn system that deals with this issue: http://forums.tripwireinteractive.co...ad.php?t=80807 An other, smaller tweak would be to simply not apply spawn protection to players that were already there when the spawn protection appeared.
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aka Wakke |
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#15
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It just needs to be gone.
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#16
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Ya.
Let's end this discussion already. No optional solution for this one. It's an important issue to be fixed. Just remove it completely. Those who think otherwise is to be ignored. These people can hook up with me and play Far Cry 2 MP and leave RO2 alone. |
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#17
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The Cyper has spoken.
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Nie stój w bramie, gdy krowa ryczy!
SteamID: AThousandD ![]() |
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#18
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#19
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Is this going to become a thing? Please let it become a thing.
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#20
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Spawn protection is needed as being spawn raped from inside (or just outside thanks to Tripwire's excellent mapping decisions
) is perhaps the single fastest way to make the game unfun and therefore make me find another server.HOWEVER! It isn't very well implemented. I personally feel there should be a distinction between those who are already present when the point is captured and those people who were not there, reflected in the time for people to get out: Something like 30 seconds for people already present and the current 5 (?) seconds for people who were not there. The current implementation while solving the spawn camp issues, just results in people dying needlessly as frustratingly they often don't have time to get out, which is my main issue with it. Last edited by Buzzles; 07-07-2012 at 04:12 PM. |
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