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2/7/2014 10:47:45 PM
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Absolutely not! Spawn killing is cheap. I understand that sometimes it can happen but allowing to be what it has become especially in CoD games is poor. I really hope the Bungie can make a better spawn system than most FPS games have now...
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  • I don't see how it is cheap. If a team has all the power weapons, map control, and control of your own base, you're doing something wrong. I'm not saying it should be a frequent thing that happens, but it should happen if a team is skilled enough to pull it off.

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  • Most spawn killers lack the skill to win 1v1s, so they teamshoot. It allows bad kids to get kills. I'm talking about Invasion.

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  • Edited by CaptKrunch: 2/8/2014 11:27:15 PM
    Invasion was a dumb playlist in terms of spawns in the first place, that argument is invalid. Every other gametype doesn't give you one, at most two spawn point in the entire map. In any other playlist, to be put into a spawn trap, the opposing team has to have a lot of skill to pull it off.

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  • Edited by Hawke: 2/8/2014 11:45:42 PM
    How does it take skill to have a full team against 6 randoms?

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  • You're assuming that it takes full teams to set up spawn traps.

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  • It depends on your teammates. Luck of the draw.

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  • I see your point but at the same time is that fun? and why not just flip spawns instead of having 4 guys camping spawns so as soon as you spawn you die...I think that if it gets to that point the spawns should flip to a safe area to give the other team a chance. I have played some crazy games and even had some awesome comebacks because we were able to get out of spawn traps.

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  • What you're referring to is dynamic spawns. Static spawns is where teams only spawn on their side, dynamic is when spawns flip when the need arises. In all my playtime of Halo games I never supported dynamic spawns. It's a get out of jail free card that wouldn't prolong to competitiveness of the series. Of course bungie might not be aiming for that, but it would be nice to satisfy both crowds, no? Getting out of a spawn trap is entirely possible, and sometimes more rewarding than starting one. I don't really like it when my games are based on a matter of chance (dynamic spawns, bloom, etc), so static spawns, although they might seem unfair, provide a much needed balance in the competitive environment.

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  • I agree that getting out of a spawn trap is greatly rewarding, however as I play competitively on the CoD circuit, knowing the spawns is pretty much how you win. If you can kill your enemy and rush back to when the spawns are you can essentially spawn trap. This has nothing to do with the skill of the other player depending on map size. I just personally hope it isn't broken like in the CoD series. I mean you can never totally get rid of it but you can reduce it.

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  • The difference between Halo spawnkilling and CoD spawnkilling is the maps. The maps in Call of Duty are mostly just real-world simulations ported into the game. There's no distinct power area that you can set up around, except for the occasional broken part of the map. In (Bungie's) Halo maps, there's a good amount of design and balancing that clearly went into any of them. For example, think of the big platform on top of Hang 'Em High... it can dominate the entire map if you have 4 people properly set up on it, and you can bounce the other team between low spawn cycles, spawnkilling them repeatedly. Even so, if they coordinate well, the map is balanced enough that they can take the opposite tower to distract you, break your setup, and put you on a bad spawn cycle. All of the great Halo maps have something to this effect. The common denominator here is that the maps are [i]designed[/i] with this sort of thing in mind, as opposed to being copied or cobbled together (as you might see in the CoD series). Point being: Spawns are always going to be predictable because they're mathematical--all you need to do is figure out the pattern. The way to fix it isn't randomness, but good maps that only let you get spawnkills when you have dominant map control.

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  • That's an entirely new argument. I'm going to assume (and correct me if I'm wrong) that you haven't played competitive/any Halo at all. If that is the case this comes down to simple game-play mechanics. I think it's safe to assume that kill times will be longer in Destiny than they are in cod. In Halo kill times were long so it gave you enough time to prepare. The maps were also designed where lines of sight at the enemy spawns were few and far between.

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  • Last time I played Halo competitively was Halo 2 so it has been awhile but yes I remember the spawn delay, in which CoD does not have. That is a valid point.

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