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  1. #71
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    thanks

  2. #72
    Prestige Member Master Sergeant: 750 posts

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    and knowing is half the battle kids......GI JOOOOOOE !
    PSN - Whiskeytango1


    To all of the warriors heading downrange in the future and those like us...Damn few

  3. #73
    IPC PS3 Tournament Team Sergeant First Class: 500 posts

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    I don't have a problem with spawns at all. Nuketown being the exception, but who doesn't have spawn problems there?
    IPC PS3 TOURNAMENT TEAM


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  4. #74
    The Pandaman Can Captain: 3500 posts

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    the spawn system is bad on occasion it makes sense that it picks the best rating but sometimes there are those guys who just seem to camp around these "best ratings" or just happen to run by as you come back idk its just rediculous that they would spawn near an enemy i've actually been spawned on the enemies side and 2 seconds after i start walking a and a guy spawns next to where i did and shoots me up . just saying it can be bad sometimes its just chance. IT COULD BE WORSE GUYS. just saying.
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  5. #75
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    I like that Vahn stays involved with the community... Too bad the majority of games where I'm getting spawn raped I didn't save... as I don't like to relive those memories =)

  6. #76
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    yea i can't wait for the spawn system cuz Demolition is a pain in the butt because of spawn camping.

    XxCODxKINGxX (me) is the real Redneckmilitia

  7. #77
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    I unfortunately don't have any hard proof of how the spawns systems work but based on my experience both with being killed or getting kills as a result of them, I can take a guess at how they work.

    With regards to the value/numbering system placed on all specified points, the order of priority or weighting of events on how much they effect the value of a spawn point seems to be as follows:

    1. Distancing you from last death
    2. Distancing you from teamate deaths
    3. Spawning you close to teamates
    4. Spawning you far from enemies

    Now I realize there are probably other smaller factors that effect a spawn points value but these are the major ones. However, this order is flawed. The problem with putting a heavy weighting on spawning you far from death locations is say I'm camping in a building and picking people off from the other side of the map or at least from some considerable distance, all of a sudden after 3-5 kills the entire team is spawning right on top of you because the game deams the other side of the map as dangerous even though its actually safer and away from enemies. Call of duty isn't halo, many kills occur at a long distance so this sort of system doesn't work,

    Spawning you close to teammates only makes 1 & 2 worse, because once a few start spawning on top of you, they all do. Its a chain reaction. Even if you are quick enough and skilled enough to react to the bad spawns, eventually you just get overrun or caught in a reload and killed.

    Simply put, the highest factor that should have BY FAR the heaviest weighting on the value of a spawn point is getting you far from enemies. That way it is also possible to offensively control parts of a map especially in games like headquarters or domination. A team should be able to strategically hold down key locations of a map to in essence set up a perimeter around the objective and force the other team to spawn away from it. Right now, no mater how locked down you have the objective eventually they start spawning inside your perimeter and your entire strategy has been foiled and the tables turned and they did it all with no skill just lucky spawns.
    Last edited by kholland65; 06-21-2011 at 03:40 PM.

  8. #78
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    The spawn system isnt so bad when you play other game modes, but for demolition it makes me not want to play the game ever again. Anytime I go into a game of demolition I try to prepare myself for the nonsense, but I never ready for what ensues. I honestly got killed 10 times from my spawn point. No matter where we spawned there was someone there killing us. And I was on Summit. Horrible.
    Last edited by covertHunter; 07-13-2011 at 02:37 PM. Reason: typo



  9. #79
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    A little confused on why they need US to upload the video. When 2 people put a the same game in their file share where does it come from? Shouldn't we just be able to reference a game by some catalogue number and from there Treyarch should be able to completely re-construct the game. If they truly want to help, enable us to flag a game for a research category. Spawn, Hacking, glitch.. from there Treyach should be able to programmatically audit the gameplay and flag it for developer review.

    This stuff is all digital you don't need someone sitting behind a desk watching the video some brat uploaded because he thinks he shouldn't have died so fast.

    Treyarch already has the debug environment to re-play these games. They had to have it to test and debug the game. They just need to come off some coin and rent some cloud space to run these games through the debugging system.

    Maybe I'm wrong but I can't imagine how they would develop a game like this without those tools.

  10. #80
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    I like the Spawn System the way it is. And I don't really see a flaw in it. The only time I see a flaw is about .01%. There's a really rare occasion where I spawned infront or seen someone spawn infront of me in TDM or Free For All. But then again who knows what the situation was, like them all dying at once and spawns had to flip elsewhere which ends up in my position where I was alone and my team on the other end.

    All in All I've gotten to know this Spawn System to well that I use it directly towards my advantage in KNOWING where the next Enemy will spawn and just catching him off guard. So I can't complain.

 

 
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