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Discussion in 'Classes & Mechanics' started by FoxyLady, Sep 28, 2015.
This has been talked about, devs can't (easily) remove this option. I agree it's annoying.
Just remove ballista spawning all together.
Either this, or remove spawning while the ballista is being capped or contested. If ballistas were easier to cap they would be easier to counter. The main problem I run into while trying to cap a ballista is the people constantly spawning while I sit on it. I can reach the ballista via bombs and kill the operators/people guarding them but killing the next ten spawns proves to be too difficult for most everyone and myself.
That was proposed before, and I think geti wanted it like that as well, they just can't really because of the code or something. I'm kinda on the fence about removing ballista spawn entirely. Maybe if there was another item that could be used for mobile spawn, but not as a weapon?
Sorry I'm a bit off topic again but back in classic there was an outpost that was used as a forward spawn point and it could slowly be carried around the map and could be captured by the enemy team.
Tunnels already have the purpose of getting your team to the battlefield quickly. There is no point in having people spawn on ballistas, it's a stupid mechanic that makes an already OP and annoying weapon even more powerful.
Mod for not respawning at ballistae that are being captured
Mod for bomb bolts doing less damage to players
Shameless self promotion begins.
Nice. We can probably get @makmoud98 to host a server running these and see how it plays. Thanks Obi.
But it's still as annoying once acquired.
But if you make it like 300 gold then it's not even worth it.
it's that easy?
I started a new thread to remove the off-topic in glue's suggestion thread.
Some points that were half-on-topic:
Making blobs spawn from ballistas without immunity (or rather, losing it instantly), would be fairly easy to add code-wise from what I've seen. However, as a spawning player, it would kinda suck to spawn then suddenly be murdered :P
Better that then having the player who worked hard to reach the ballista and clear it get murdered instantly by people spawning because they are invincible.
@ParaLogia Could you put up a poll on whether or not players should be able to respawn at ballistae that are being captured? If there's an overwhelming amount of votes for it, we could have it implemented.
Okay. Can't guarantee any results though.
I can't definitively answer yes or no, but I think I disagree for the most part. For the attacking team, it's a pain in the ass when enemies keep spawning while you're trying to capture their ballista. On the other hand, it's a nightmare for the defending team if you have a ballista in a difficult to reach place and a random archer happens to start capping it without any way for you to defend.
I think the players that spawn at a ballista are already at a disadvantage, honestly. They can't immediately slash upon spawning, so the attackers should be waiting somewhere above the ballista for an opportunity to stomp-slash the new spawns the moment their spawn protection runs out. The attackers can move, and are flexible; that is not so for the defenders, and, because of that, I think it'd be best to leave ballista spawning as it is now.
There might be something I'm forgetting, of course, so I'll have to think about it a bit more.
Actually, I think this is a good a thing. This is because those ballistae in difficult to reach places are going to be the ones that the defending team uses for defending (And ballista camping spam seiging), when the intended purpose of ballistae is attack. Does anybody remember when you couldn't respawn at ballistae that were being captured (back when they used the same capture system as halls), and it was taboo to put them on your own towers?
The solution is to shorten the invincibility imo
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