Pilot respawn height in Strats

Moderators: GSH, VSMIT, Red Devil, Commando

How should the STRAT pilot respawn height be changed? (Pick one from each half)

Toggle: No toggle
2
6%
Toggle: On/Off toggle
9
28%
Toggle: Variable range multiplier
11
34%
Default: As is
7
22%
Default: None
1
3%
Default: Comment
2
6%
 
Total votes: 32

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Nielk1
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Re: Pilot respawn height in Strats

Post by Nielk1 »

Red Devil wrote:hey, why have any wait at all? just respawn in a ship. :roll:
Because that would be equivalent to rejoining for a ship which is entirely frowned upon. Oh wait, you were trying to be facetious, some people might misinterpret that :? .

I personally don't have an issue with the penalty, however I am a casual player of all game modes and not a competitive player.
Zero Angel wrote:I don't know why you're trying to have input into this. You don't even play strat.
Lets try to stay away from this "you don't even play" jab. It seems to piss some people off :| and gets thrown around a lot regardless of its validity (or lack there of).

---
To me the height penalty always made sense: it creates a lag time between base rush suicide runs. But are such runs really a problem or is the fix more detrimental in other ways? The last thing we need are fixes to minor issues that do more harm than good. That said, it is a poll for a reason. ;)
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MrTwosheds
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Re: Pilot respawn height in Strats

Post by MrTwosheds »

I quite like it too, there should be a small time cost to suicidal attacks, It would be good to sort out the jetpack firing issue though, getting killed a fraction of a second before you hit c, results in and extra long delay on respawn.
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Ded10c
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Re: Pilot respawn height in Strats

Post by Ded10c »

More than half of the voters have ignored the pick one from each half instruction.
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Nielk1
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Re: Pilot respawn height in Strats

Post by Nielk1 »

AHadley wrote:More than half of the voters have ignored the pick one from each half instruction.
It might also be that they have less of an opinion on the default then the other half. Its set up for re-voting so if you fell like pointing people to this to adjust their vote you can.
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Red Spot
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Re: Pilot respawn height in Strats

Post by Red Spot »

Default: As it used to be, fixed.

In strat the one who gets killed most usually needs to most help. Having a respawn(time it takes to get back into a ship) take much longer just means that if you are the underdog you pretty much are forced to defensive tactics.
More or less removing the tactic of churgical/guerrilla strikes (now I can beat some pretty capable fieldplayers cause they lack any basebuilding-skills, raiding them is the best tactic against them, but now you pay for having certain skills but (relativly) lacking others).

When/if a change is made and a toggle is added, making it adjustable is .2sec more work than just making an an/off-toggle so I voted for that as well.
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Nielk1
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Re: Pilot respawn height in Strats

Post by Nielk1 »

The interface is what is under consideration with the toggle structure more so than the implementation.
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Re: Pilot respawn height in Strats

Post by Vearie »

Rushing is not a problem if a commander has set up proper defense. 3 rats are good enough to take out 5 rushers, though you can have more, and even a guntower if you want to be 100% safe.
Beside that, you can easily defend if you are in or near base, and if you're in theirs you can kill them as they're heading to your base.
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Nielk1
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Re: Pilot respawn height in Strats

Post by Nielk1 »

Has anyone gotten any feedback on this from non-forum goers? Though pointing them here to register and vote would be best since I expect more topics like this for other issues/features in the future.

Currently it is looking like a High/Med/Low button set as On/Off is a tad more popular than the variable, but not much, and those who have voted variable have noted they don't necessarily mean some slider like gravity uses in DM. So unless a drastic change occurs, the area of more questionability is the default.

For a default I think that the Med button in a 3 button option would be good, but I do not yet know how high that would be. I will now put my votes in since I had wanted to see what would evolve from the discussion first.
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Zax
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Re: Pilot respawn height in Strats

Post by Zax »

Zero Angel wrote:
Red Devil wrote:hey, why have any wait at all? just respawn in a ship. :roll:
I don't know why you're trying to have input into this. You don't even play strat.
The more I read this comment from people in bz boards the more I feel like just quitting forever
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Zero Angel
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Re: Pilot respawn height in Strats

Post by Zero Angel »

Nielk1 wrote:Lets try to stay away from this "you don't even play" jab. It seems to piss some people off :| and gets thrown around a lot regardless of its validity (or lack there of).
True, it does. However this is one of the cases where it actually has value. It would be like me trying to vote for the prime minister of England even though i'm a Canadian. If I don't live in England and have real knowledge of the conditions there then perhaps I better leave the voting to the English.
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Nielk1
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Re: Pilot respawn height in Strats

Post by Nielk1 »

Zero Angel wrote:True, it does. However this is one of the cases where it actually has value. It would be like me trying to vote for the prime minister of England even though i'm a Canadian. I think such decisions should be left to the English.
It comes off as rude and ignorant. Many of the people it is used on not only play the game regularly but provide things to others for said game for no compensation. Just because they take some time to do something else does not mean they do not play and certainly does not make their opinion have any less worth. Its not like the target of such phrases don't play BZ2 or never have, they simply have moved on from playing every day to playing occasionally and instead making things for others, even STRAT maps and other such things that they are accused of not playing themselves!
Zax wrote:The more I read this comment from people in bz boards the more I feel like just quitting forever
This is a perfect case in point. Look what you did to Zax! :shock:

It simply has no place. You think it is relevant but it is not because it is not even true. It simply needs to stop. If it doesn't, it is just another contribution to the segmentation of the community. I think you do not want to be even slightly responsible for that.

Now I have to sit here refreshing every 5 minutes waiting for someone on the subject side of these statements to say something stupid too.

Just drop it for once, all of you.
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Red Devil
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Re: Pilot respawn height in Strats

Post by Red Devil »

telling someone they should neither have and voice an opinion demeans not that person, but yourself.
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Zero Angel
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Re: Pilot respawn height in Strats

Post by Zero Angel »

To me the height penalty always made sense: it creates a lag time between base rush suicide runs. But are such runs really a problem or is the fix more detrimental in other ways? The last thing we need are fixes to minor issues that do more harm than good. That said, it is a poll for a reason.
Sure, it makes sense, but the idea here is that in active play -- the respawn height penalty is too high, thereby causing issues with the flow of the game. If a toggle isnt in order, the second best thing would probably be a reduction, by at least 1/3.
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MrTwosheds
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Re: Pilot respawn height in Strats

Post by MrTwosheds »

Lets be quite clear what were talking about, the delay was put in to slow down a particular strat tactic, repeatedly rushing a base in empty scouts and killing your own team mates to get them back to base quicker and back into the attack. It is a strategy without much style and tends to lead to the 5 minute games that some of us find disappointing. Those overly concerned with the win tend to do this when maybe they are not doing very well.
My personal opinion is that players enjoy longer games more and that anything that helps to reduce rec rushing and "rape" games is a good thing. I know some do not agree with me.
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Zero Angel
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Re: Pilot respawn height in Strats

Post by Zero Angel »

MrTwosheds wrote:Lets be quite clear what were talking about, the delay was put in to slow down a particular strat tactic, repeatedly rushing a base in empty scouts and killing your own team mates to get them back to base quicker and back into the attack. It is a strategy without much style and tends to lead to 5 minute games that some of us find disappointing. Those overly concerned with the win tend to do this when maybe they are not doing very well.
My personal opinion is that players enjoy longer games more and that anything that helps to reduce rec rushing and "rape" games is a good thing. I know some do not agree with me.
Recycler rushes are a gameplay style designed to counter 'No D' builds where the player uses his turrets for offensive purposes instead of base defense or rushes for the tech center without adequate recycler defense. In 1.2, at least in high level games the recycler rush is nearly always a desperation tactic that has a good chance of failing (about 60%). They are entirely preventable if your commander has prioritized defenses normally and thugs are prepared to assist in base defenses while the commander makes trucks. The only rec-rush type tactic that was looked down upon in 1.2 games was the recycler rush with hovering, which there is now an unwritten rule not to do that. IOW rec rushes (as much as any team hates to get rec rushed) are fair because they add an element of risk into the game if you sacrifice your defenses for tech (the latter which pays off *a lot* if you pull it off, and can lead to a 'rape' game in favor of the team which went 'No D'->Fast Tech), and if the rec rush fails then the team which has fended off the rec rush has a lot of scrap in their base for building blast tanks with, and as a result they usually end up winning the game.

While you have a point, I do think that the respawn height is still too high.
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