Grant 5 seconds of immunity to all spawnees.
+ able to escape spawn campers and artillery.
+ can reach spawn area exits (that can be legitimately overwatched) but not enough immunity time to get out in complete safety.
+ renders spawn point TK nade suicides almost impotent.
+ maps don’t have to be artificially remodelled to refuse enemy line of sight on all starting and forward static spawn points.
When spawning at a static point: spawnees can attack* during immunity period.
+ needed for clearing out and discouraging spawn campers.
When spawning on SL: spawnees cannot attack* during immunity period.
+ prevents unfair advantage against legitimate strong forward enemy positions.
Most people know how much spawn camping is ruining a good number of the maps currently available. It’s a pox on the game and should be mitigated in some manner as a matter of game play urgency. A brief period of spawn immunity would tick many boxes without needing to undertake significant map redesign efforts.
Most people now realise that spawning on SL (if you can get it to work at all – but that’s another issue) is tantamount to a death sentence. Even when an SL is given fair warning of a spawn phase (SLs need to see the spawn timer BTW) and makes his way back into cover there is still a very good chance that the people who spawn on his position will not only materialise on the dangerous side of the cover but also often facing completely the wrong direction. Net result is spawn death and no-one bothering to spawn on SL ever again. A brief period of passive* immunity would enable the spawnee to quickly find some cover, but wouldn’t enable him to attack well placed enemy whilst immune.
* I.e., can only move; cannot shoot, melee or lob nades/bombs/smoke.
EDIT: There might be a need to have immune avatars show up as being so in some visible manner, particularly with spawn on SL, otherwise enemy may confuse having no effect on the immune with hit detection faults. Perhaps a yellow icon or base circle.
+ able to escape spawn campers and artillery.
+ can reach spawn area exits (that can be legitimately overwatched) but not enough immunity time to get out in complete safety.
+ renders spawn point TK nade suicides almost impotent.
+ maps don’t have to be artificially remodelled to refuse enemy line of sight on all starting and forward static spawn points.
When spawning at a static point: spawnees can attack* during immunity period.
+ needed for clearing out and discouraging spawn campers.
When spawning on SL: spawnees cannot attack* during immunity period.
+ prevents unfair advantage against legitimate strong forward enemy positions.
Most people know how much spawn camping is ruining a good number of the maps currently available. It’s a pox on the game and should be mitigated in some manner as a matter of game play urgency. A brief period of spawn immunity would tick many boxes without needing to undertake significant map redesign efforts.
Most people now realise that spawning on SL (if you can get it to work at all – but that’s another issue) is tantamount to a death sentence. Even when an SL is given fair warning of a spawn phase (SLs need to see the spawn timer BTW) and makes his way back into cover there is still a very good chance that the people who spawn on his position will not only materialise on the dangerous side of the cover but also often facing completely the wrong direction. Net result is spawn death and no-one bothering to spawn on SL ever again. A brief period of passive* immunity would enable the spawnee to quickly find some cover, but wouldn’t enable him to attack well placed enemy whilst immune.
* I.e., can only move; cannot shoot, melee or lob nades/bombs/smoke.
EDIT: There might be a need to have immune avatars show up as being so in some visible manner, particularly with spawn on SL, otherwise enemy may confuse having no effect on the immune with hit detection faults. Perhaps a yellow icon or base circle.
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