One of the issues i have encountered several times and has been part of many of the most negative game experiences in Eternal Crusade has been the location of spawn points and the ability to not only camp spawn points, but manipulate them by knowing where they are. On several maps, the spawn location once the opposing team has started to capture the point or has entered the vicinity of your normal spawn point is far away or is behind enemy lines. This at the minimum is a recipe for an unfun play experience as the player is forced to run a long distance to reach the point or even worse will be killed as they spawn as i many times have experienced the maps Maggon and Zedek. Due to these poorly placed spawn points and the ability to change the enemy's spawn by standing on their point i have also played games on those two maps where long before the lives have been lost, holding a point becomes nearly impossible as the spawn location is simply too far away if you die. Have any of you experienced this? At this point if i did not have friends playing this game, negative play experiences like this would be enough for me to leave the game.
It happens and is not ideal. Suggestions have been made adjust some of the problematic ones. Maggon and Zedek, both ticket maps, seem to be more prone to this. The multiple spawn locations can be gamed even though I think the original intent was to prevent the very thing (spawn camping) that can still happen. I'd just as sooner pick my own spawn from the ones available around a point. If I get hosed down on one I can pick another and if it's got one enemy blocking it he won't last long.
This has been brought up multiple times. The reason they moved the spawn points away from the point is that spawning on the points themselves made them nearly impossible to take. I haven't paid too much attention to this issue myself. I don't take advantage of the mechanic, but it is possible to do so. It is definitely an area of the game that needs improvement. I don't really have any brilliant suggestions on the topic.
But spawning like 1 km away from the points only makes sense once the capping process has started, not when one measly guy enters the building (and is most likely cordially greeted by bullets). Also capture of A takes shorter than the way from the away-spawn to A. True story. Or at least it used to be.
TF2's incredibly unrealistic map design turned out to be one of its greatest strengths. Spawn rooms are nearly uncampable (nearly) because of the most arbitrary things (invisible walls that are only impassible to one team; multiple locker rooms being built in the stupidest of places; a respawn timer that arbitrarily doubles for the losing team) 40k, although still heavily fantasy-driven, isn't allowed to be cartoony like this. One of the maps in EC has a respawn location in a shipping container inaccessible by enemies on the ground and I was genuinely surprised that the fanbase didn't make fun of it, Space Marines spawning inside a literal metal box. I was also surprised the dev team didn't do that more often, it was a good idea
Olipsis A point is a terrible spawn point, I don't mind running a long distance but having to jump from a cliff, running then going up a hill only to die then start again is terrible.
You mean the "defenders own A, currently being captured by attackers" spawn point that's next to the landing pad? I was talking about the "attackers own A, currently being occupied but not captured by defenders" spawn box (god these points are hard to describe)
hey guys, just had the worst experience on Zedek, point B as Defenders. The attacking team (in my game as CSM), is able to get to point C, aim their AG's at the Defenders' Spawn area within point B (where the Rhino's spawn at that one parking lot near the B cap point). We were basically being mowed down by heavy weapons as we spawned. Horrible experience. Hopefully that gets fixed asap. It is definitely gonna put off new players and I really want this game to survive. The only solution is to spawn at C, but that makes defending B near impossible. Thank you.