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PR:BF2 Suggestions Suggestions from our community members for PR:BF2. Read the stickies before posting.

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Old 2016-05-03, 23:51   #71
Mouthpiece
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Default Re: Overhaul on the Spawn System

The dude is not even joking, guys. It's serious. I also am pro noticeably longer respawn times. And I'm really happy to hear that there are people who couldn't wait a minute because playing stupid and/or repeating that mistake until nextmap. Seriously, it brings joy to me. Why? Not because I'm a torturous being that likes when others suffer. It's mostly the opposite. Now why would I want the respawn time to be increased exponentially? Because right now there is NOTHING in this mod that makes people fear their lifes a bit more so to change their current ingame behaviorisms towards more cautious and favoring the tactically-minded approach to a solution.
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Old 2016-05-05, 22:31   #72
[R-DEV]​rPoXoTauJIo
PR:BF2 Developer
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Default Re: Overhaul on the Spawn System

Reintroduce give\up delay plox

assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.
Time to give up and respawn.
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Old 2016-05-06, 06:01   #73
PLODDITHANLEY
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Default Re: Overhaul on the Spawn System

I think the whole pace of PR changed around 1.0 to fit in with more players, everything got quicker. I too preferred the slower longer PR, but as many of the players that enjoyed that moved on the game I believed adapted to be a bit more appealing to more people.

Now due to IRL 1hr + rounds would be tricky to stay with, back in the day I was all alone and could shout all night into my mic.

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Last edited by PLODDITHANLEY; 2016-05-06 at 06:07..
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Old 2016-05-07, 23:19   #74
KingKong.CCCP

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Default Re: Overhaul on the Spawn System

I would prefer enemies having 50 spawn points, and difficult to destroy fire bases... and at least 200p on the server... but that's just me, I like a tough fight.
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Old 2016-05-08, 08:37   #75
Tit4Tat

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Default Re: Overhaul on the Spawn System

Quote:
Originally Posted by Heavy Death View Post
PR matches were 2-4 hozrs long vack in the day. Now its 1 hour clusterfuck without any progression or story.
Not all the time but i agree, i miss those long, intense rounds.

1+ to increasing longer spawn time.

==============================================

=MeRk=_Smurf_1st


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Old 2016-05-09, 16:57   #76
mat552

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Default Re: Overhaul on the Spawn System

Snip edit, off topic

Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.


The only winning move is not to play. Insurgency, that is.
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Last edited by mat552; 2016-05-09 at 17:25.. Reason: Off topic
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Old 2016-05-20, 17:44   #77
kanonator
Default Re: Overhaul on the Spawn System

removed my suggestion. posted another thread.
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Last edited by kanonator; 2016-05-21 at 04:56..
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Old 2016-05-22, 23:57   #78
Anderson29
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Default Re: Overhaul on the Spawn System

spawn times do not need to increase to bring back "value of life".

all that needs to be done is to bring back 1 min limited rallies with a reload time of 5 min instead of permanent rallies we have currently.

limit fobs to 3 or 4 a map instead of current 6 fobs per map no matter the size. have your "rear fob", your "capture point/defend fob", your "forward fob" and maybe a "flanking fob"

spawn times in my opinion should be
main base = instant/15sec
fob = 30 or 45sec
rally = 45 or 60sec

but with today's A.D.D. issues i doubt this would be possible. TACTICS? aint nobody got time for that.

any longer than a minute and people complain, get butt hurt and/or lose interest.

in-game name : Anderson2981
steam : Anderson2981
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Old 2016-05-31, 10:43   #79
Heavy Death

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Default Re: Overhaul on the Spawn System

If you need your less-action-more-tactics fix, come play at the one life event. Aint nobody spawning there.

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