6 Second respawn is unfair(FFA)

the 6 second re spawn in FFA makes it to easy to jump back into the game for example: i died from a gun battle from person A then person B comes to challenge person A while i am on re spawn. the 6 second re spawn gives me enough room to come behind person A to steal the kill away from person B. i am aware that kill stealing is a part of FFA but the difference here is that person A doesn’t have a chance to fight back where as if i spawned in 8 seconds he would’ve had time to turn around and make something out of nothing.
spawns are also too close together. in addition to the 6 sec re spawn you end up spawning in the next hallway sometimes you even see the other player spawn in just as you finished spawning. the way the spawns are faced is also unfair because in this scenario if one player is facing away from you but your facing towards him you can predict that players movement better than the other player can predict yours.
after you kill someone the person who is dead shouldn’t be rewarded with a spawn that runs into your path. multiple times i would kill someone and the person i just killed would appear giving him a rematch he doesn’t deserve. the player should have to fight his way to a rematch with someone.
overall the quick re spawn gives players an undeserving advantage that allows them to jump into “in progress” battles happening around the map which is why it should be reverted back to 8 seconds
another suggestion. FFA should have the exact same maps and game mode from HCS FFA tournaments:
HCS FFA slayer and all the HCS versions of the arena maps. the unlimited kills will make the game longer and more interesting. no autos would be better for a ranked playlist such as this and the radar will also benefit this playlist

spawning is abit poo at times but i find in all games its like that time to time whatever consul

It’s more amazing that person B couldn’t kill person A within 6 seconds after you battled person A. Maybe person B didn’t deserve that kill in the first place.

Anyway, the issue isn’t really with the respawn time. Whether it’s 6 or 8 seconds, you’re gonna spawn in and run into a gun battle in progress. The issue is with the small sizes of maps which means there’s less space between spawn points and you can get to any engagement pretty quickly. This is very likely the reason why FFA was moved from 8 players to 6. Some maps were just too crowded for 8 players. My favorite example being on Eden where 1 player could spawn on one end of the bridge, a second would spawn in the room in front of the steps leading up to the bridge, and a third would spawn on the bridge between the two.

Respawn time is not an issue here. The respawn times are okay. What’s screwed up are the spawns.

Supposedly there’s an HCS FFA playlist coming, soon. Also the maps are just fine. If only “HCS maps” were played, we would probably only have like 8 maps in rotation, which would suck kind of get old after a while. I really don’t know why they took Riptide, Overgrowth, and Molten away, though.

> 2533274848704527;4:
> Respawn time is not an issue here. The respawn times are okay. What’s screwed up are the spawns.
> Supposedly there’s an HCS FFA playlist coming, soon. Also the maps are just fine. If only “HCS maps” were played, we would probably only have like 8 maps in rotation, which would suck kind of get old after a while. I really don’t know why they took Riptide, Overgrowth, and Molten away, though.

regardless of where you spawn you should not be rewarded with a short spawn time when you die. when you die you should be punished with a 8 sec re spawn. getting back in the game earlier only encourages run and gun game play. (sprinting off spawn to where you last died to kill the person who killed you). that right there is honestly pathetic to me and would be fixed if it was 8 sec to spawn because then the person that killed you would have a fighting chance instead of dying instantly. even if you spawn across the map from the person that killed you, you can still use the thrust slide to fly over to where the person who killed you is. i do it myself and its completely un called for. its just as bad as the sword on torque. it doesn’t matter how good you are once someone has the sword no one is stopping it unless that person gets cross shoted by two or more people.
i dont mind if all the maps are in FFA. they just need to make all of them into HCS versions. no autos. no melee weapons. no prome nades. i do hate torque and stasis though. those two maps are the worst for FFA because its extremely open. riptide molten and overgrowth should replace those two maps. riptide etc maps are also asymmetrical which works wonders for FFA. i always believed that FFA should only be played on asymmetrical maps because everyone gets a unique spawn and weapon set.
overall i really detest the way it plays now. it picks someone at random to win. its about who spawns in a better place then the other person rather than who is actually more skilled. if the game is 24 kills for each person. a tight game. it literally comes down to who sees who first

> 2586218893181855;3:
> It’s more amazing that person B couldn’t kill person A within 6 seconds after you battled person A. Maybe person B didn’t deserve that kill in the first place.
>
> Anyway, the issue isn’t really with the respawn time. Whether it’s 6 or 8 seconds, you’re gonna spawn in and run into a gun battle in progress. The issue is with the small sizes of maps which means there’s less space between spawn points and you can get to any engagement pretty quickly. This is very likely the reason why FFA was moved from 8 players to 6. Some maps were just too crowded for 8 players. My favorite example being on Eden where 1 player could spawn on one end of the bridge, a second would spawn in the room in front of the steps leading up to the bridge, and a third would spawn on the bridge between the two.

yes but if they were uninterrupted from the person off spawn then it would be an equal and fair battle. i believe FFA should be about wating for the right time to strike rather than sprinting like a mad man across the map just to get one kill. people should be forced into more 1v1s and less crowd fights. its a gamble.

> 2533274816735326;5:
> > 2533274848704527;4:
> > Respawn time is not an issue here. The respawn times are okay. What’s screwed up are the spawns.
> > Supposedly there’s an HCS FFA playlist coming, soon. Also the maps are just fine. If only “HCS maps” were played, we would probably only have like 8 maps in rotation, which would suck kind of get old after a while. I really don’t know why they took Riptide, Overgrowth, and Molten away, though.
>
> regardless of where you spawn you should not be rewarded with a short spawn time when you die. when you die you should be punished with a 8 sec re spawn. getting back in the game earlier only encourages run and gun game play. (sprinting off spawn to where you last died to kill the person who killed you). that right there is honestly pathetic to me and would be fixed if it was 8 sec to spawn because then the person that killed you would have a fighting chance instead of dying instantly. even if you spawn across the map from the person that killed you, you can still use the thrust slide to fly over to where the person who killed you is. i do it myself and its completely un called for. its just as bad as the sword on torque. it doesn’t matter how good you are once someone has the sword no one is stopping it unless that person gets cross shoted by two or more people.
> i dont mind if all the maps are in FFA. they just need to make all of them into HCS versions. no autos. no melee weapons. no prome nades. i do hate torque and stasis though. those two maps are the worst for FFA because its extremely open. riptide molten and overgrowth should replace those two maps. riptide etc maps are also asymmetrical which works wonders for FFA. i always believed that FFA should only be played on asymmetrical maps because everyone gets a unique spawn and weapon set.
> overall i really detest the way it plays now. it picks someone at random to win. its about who spawns in a better place then the other person rather than who is actually more skilled. if the game is 24 kills for each person. a tight game. it literally comes down to who sees who first

You’re making it seem like only certain players get this 6 second respawn time which isn’t the case. All players have the same chances and opportunities. To be honest, if you need more than 4 seconds to end a battle, you deserve to die.

> 2533274848704527;7:
> > 2533274816735326;5:
> > > 2533274848704527;4:
> > > Respawn time is not an issue here. The respawn times are okay. What’s screwed up are the spawns.
> > > Supposedly there’s an HCS FFA playlist coming, soon. Also the maps are just fine. If only “HCS maps” were played, we would probably only have like 8 maps in rotation, which would suck kind of get old after a while. I really don’t know why they took Riptide, Overgrowth, and Molten away, though.
> >
> > regardless of where you spawn you should not be rewarded with a short spawn time when you die. when you die you should be punished with a 8 sec re spawn. getting back in the game earlier only encourages run and gun game play. (sprinting off spawn to where you last died to kill the person who killed you). that right there is honestly pathetic to me and would be fixed if it was 8 sec to spawn because then the person that killed you would have a fighting chance instead of dying instantly. even if you spawn across the map from the person that killed you, you can still use the thrust slide to fly over to where the person who killed you is. i do it myself and its completely un called for. its just as bad as the sword on torque. it doesn’t matter how good you are once someone has the sword no one is stopping it unless that person gets cross shoted by two or more people.
> > i dont mind if all the maps are in FFA. they just need to make all of them into HCS versions. no autos. no melee weapons. no prome nades. i do hate torque and stasis though. those two maps are the worst for FFA because its extremely open. riptide molten and overgrowth should replace those two maps. riptide etc maps are also asymmetrical which works wonders for FFA. i always believed that FFA should only be played on asymmetrical maps because everyone gets a unique spawn and weapon set.
> > overall i really detest the way it plays now. it picks someone at random to win. its about who spawns in a better place then the other person rather than who is actually more skilled. if the game is 24 kills for each person. a tight game. it literally comes down to who sees who first
>
> You’re making it seem like only certain players get this 6 second respawn time which isn’t the case. All players have the same chances and opportunities. To be honest, if you need more than 4 seconds to end a battle, you deserve to die.

i disagree because a prime example is when you spawn in shotgun hallway on stasis. i have won games specifically because of that initial spawn because i would get a killing spree off the bat with the shotgun in the beginning of the game. pretty much every spawn except for a few has major disadvantages and advantages when they should be slight. another example is spawning the closest to over shield on empire.the spawns are a gamble because its either you spawn in a major disadvantage that you cant get out of or you spawn in an advantage that you dont deserve on spawn. that coupled with the 6 sec spawn time makes it random and unpredictable on an 8 sec re spawn its more clear whos spawning where and why.

if you have a battle that lasts more than 4 seconds and i win how do i deserve to die? i believe that kills should be rewarded regardless of long it took to obtain it.

put it this way. when it was 8 seconds what was the issue with it. why was it a problem? to me HCS FFA Slayer game type is absolute perfection

> 2533274816735326;8:
> > 2533274848704527;7:
> > > 2533274816735326;5:
> > > > 2533274848704527;4:
> > > > Respawn time is not an issue here. The respawn times are okay. What’s screwed up are the spawns.
> > > > Supposedly there’s an HCS FFA playlist coming, soon. Also the maps are just fine. If only “HCS maps” were played, we would probably only have like 8 maps in rotation, which would suck kind of get old after a while. I really don’t know why they took Riptide, Overgrowth, and Molten away, though.
> > >
> > > regardless of where you spawn you should not be rewarded with a short spawn time when you die. when you die you should be punished with a 8 sec re spawn. getting back in the game earlier only encourages run and gun game play. (sprinting off spawn to where you last died to kill the person who killed you). that right there is honestly pathetic to me and would be fixed if it was 8 sec to spawn because then the person that killed you would have a fighting chance instead of dying instantly. even if you spawn across the map from the person that killed you, you can still use the thrust slide to fly over to where the person who killed you is. i do it myself and its completely un called for. its just as bad as the sword on torque. it doesn’t matter how good you are once someone has the sword no one is stopping it unless that person gets cross shoted by two or more people.
> > > i dont mind if all the maps are in FFA. they just need to make all of them into HCS versions. no autos. no melee weapons. no prome nades. i do hate torque and stasis though. those two maps are the worst for FFA because its extremely open. riptide molten and overgrowth should replace those two maps. riptide etc maps are also asymmetrical which works wonders for FFA. i always believed that FFA should only be played on asymmetrical maps because everyone gets a unique spawn and weapon set.
> > > overall i really detest the way it plays now. it picks someone at random to win. its about who spawns in a better place then the other person rather than who is actually more skilled. if the game is 24 kills for each person. a tight game. it literally comes down to who sees who first
> >
> > You’re making it seem like only certain players get this 6 second respawn time which isn’t the case. All players have the same chances and opportunities. To be honest, if you need more than 4 seconds to end a battle, you deserve to die.
>
> i disagree because a prime example is when you spawn in shotgun hallway on stasis. i have won games specifically because of that initial spawn because i would get a killing spree off the bat with the shotgun in the beginning of the game. pretty much every spawn except for a few has major disadvantages and advantages when they should be slight. another example is spawning the closest to over shield on empire.the spawns are a gamble because its either you spawn in a major disadvantage that you cant get out of or you spawn in an advantage that you dont deserve on spawn. that coupled with the 6 sec spawn time makes it random and unpredictable on an 8 sec re spawn its more clear whos spawning where and why.
>
> if i have a battle that lasts more than 4 seconds and i win how do i deserve to die? i believe that kills should be rewarded regardless of long it took to obtain it.
>
> put it this way. when it was 8 seconds what was the issue with it. why was it a problem? to me HCS FFA Slayer game type is absolute perfection

For whatever reason, it sounds like you want FFA to be some kind of glorified 1v1 game except there’s 6 people on the map. That just isn’t going to happen because that’s not how FFA is played. 6 or 8 seconds respawns won’t change anything. If I come across 2 people dueling it out, I’m shooting at one of them too. Likewise, if I’m dueling it out with someone, a third person will very likely be coming to clean up whoever’s left alive (or sometimes both of us). That is the nature of FFA.

But what really gets me is how you seem to believe that the person you just killed is going to respawn, go all the way back to where he was killed to find you, then kill you. This happens so very rarely in FFA. In fact, the only time something similar happens is if you kill someone, sprint to somewhere else (not allowing your shields to regenerate), and the same guy just happens to spawn in the area you’re about to run in to. 6 seconds is more than enough time to allow your shields to regenerate, so facing off against the same guy you killed should never be an issue.

> 2533274816735326;8:
> > 2533274848704527;7:
> > > 2533274816735326;5:
> > > > 2533274848704527;4:
> > > > Respawn time is not an issue here. The respawn times are okay. What’s screwed up are the spawns.
> > > > Supposedly there’s an HCS FFA playlist coming, soon. Also the maps are just fine. If only “HCS maps” were played, we would probably only have like 8 maps in rotation, which would suck kind of get old after a while. I really don’t know why they took Riptide, Overgrowth, and Molten away, though.
> > >
> > > regardless of where you spawn you should not be rewarded with a short spawn time when you die. when you die you should be punished with a 8 sec re spawn. getting back in the game earlier only encourages run and gun game play. (sprinting off spawn to where you last died to kill the person who killed you). that right there is honestly pathetic to me and would be fixed if it was 8 sec to spawn because then the person that killed you would have a fighting chance instead of dying instantly. even if you spawn across the map from the person that killed you, you can still use the thrust slide to fly over to where the person who killed you is. i do it myself and its completely un called for. its just as bad as the sword on torque. it doesn’t matter how good you are once someone has the sword no one is stopping it unless that person gets cross shoted by two or more people.
> > > i dont mind if all the maps are in FFA. they just need to make all of them into HCS versions. no autos. no melee weapons. no prome nades. i do hate torque and stasis though. those two maps are the worst for FFA because its extremely open. riptide molten and overgrowth should replace those two maps. riptide etc maps are also asymmetrical which works wonders for FFA. i always believed that FFA should only be played on asymmetrical maps because everyone gets a unique spawn and weapon set.
> > > overall i really detest the way it plays now. it picks someone at random to win. its about who spawns in a better place then the other person rather than who is actually more skilled. if the game is 24 kills for each person. a tight game. it literally comes down to who sees who first
> >
> > You’re making it seem like only certain players get this 6 second respawn time which isn’t the case. All players have the same chances and opportunities. To be honest, if you need more than 4 seconds to end a battle, you deserve to die.
>
> i disagree because a prime example is when you spawn in shotgun hallway on stasis. i have won games specifically because of that initial spawn because i would get a killing spree off the bat with the shotgun in the beginning of the game. pretty much every spawn except for a few has major disadvantages and advantages when they should be slight. another example is spawning the closest to over shield on empire.the spawns are a gamble because its either you spawn in a major disadvantage that you cant get out of or you spawn in an advantage that you dont deserve on spawn. that coupled with the 6 sec spawn time makes it random and unpredictable on an 8 sec re spawn its more clear whos spawning where and why.
>
> if you have a battle that lasts more than 4 seconds and i win how do i deserve to die? i believe that kills should be rewarded regardless of long it took to obtain it.
>
> put it this way. when it was 8 seconds what was the issue with it. why was it a problem? to me HCS FFA Slayer game type is absolute perfection

Like I said in my very first post, SPAWNS are the issue here, not Respawn times.

If you have a battle that lasts more than 4 seconds your doing it wrong. It probably means that you’re chasing your kills and/or being petty. If you get the kill, well I don’t see what the problem is… All you have to do is get your shields back, but IF you don’t, then you get swept up by someone else, don’t cry about it. At this point it becomes a personal problem with the player, meaning the player doesn’t know when to challenge/push and most importantly when to live!

I agree with you, HCS FFA would be nice to have.

> 2586218893181855;10:
> For whatever reason, it sounds like you want FFA to be some kind of glorified 1v1 game except there’s 6 people on the map. That just isn’t going to happen because that’s not how FFA is played. 6 or 8 seconds respawns won’t change anything. If I come across 2 people dueling it out, I’m shooting at one of them too. Likewise, if I’m dueling it out with someone, a third person will very likely be coming to clean up whoever’s left alive (or sometimes both of us). That is the nature of FFA.
>
> But what really gets me is how you seem to believe that the person you just killed is going to respawn, go all the way back to where he was killed to find you, then kill you. This happens so very rarely in FFA. In fact, the only time something similar happens is if you kill someone, sprint to somewhere else (not allowing your shields to regenerate), and the same guy just happens to spawn in the area you’re about to run in to. 6 seconds is more than enough time to allow your shields to regenerate, so facing off against the same guy you killed should never be an issue.

dont make it seem like i dont know what FFA is. i played at least over a thousand games of it and won hundreds of them. i know the ins and outs of every map and how to win but there are certain ways to win that are uncalled for. even tho i can get a killing frenzy with a shotgun and hydra combo on stasis or a sword overkill on truth that doesn’t make it fun for me. if anything i feel bad for the other player. my main point is that i want it to be predictable because right now its random. i like crowd fights but less of them would be better in my opinion.

if i recorded my game play you’d see what im talking about. i would kill someone in one area and then someone else comes and as im battling the first person i killed spawns in the same area and comes right behind me.
i know when to Regen my shields. i know how to counter someone coming behind me but again that doesn’t make it fun. if anything its stressful.

> 2533274848704527;11:
> > 2533274816735326;8:
> > > 2533274848704527;7:
> > > > 2533274816735326;5:
> > > > > 2533274848704527;4:
> > > > > Respawn time is not an issue here. The respawn times are okay. What’s screwed up are the spawns.
> > > > > Supposedly there’s an HCS FFA playlist coming, soon. Also the maps are just fine. If only “HCS maps” were played, we would probably only have like 8 maps in rotation, which would suck kind of get old after a while. I really don’t know why they took Riptide, Overgrowth, and Molten away, though.
> > > >
> > > > regardless of where you spawn you should not be rewarded with a short spawn time when you die. when you die you should be punished with a 8 sec re spawn. getting back in the game earlier only encourages run and gun game play. (sprinting off spawn to where you last died to kill the person who killed you). that right there is honestly pathetic to me and would be fixed if it was 8 sec to spawn because then the person that killed you would have a fighting chance instead of dying instantly. even if you spawn across the map from the person that killed you, you can still use the thrust slide to fly over to where the person who killed you is. i do it myself and its completely un called for. its just as bad as the sword on torque. it doesn’t matter how good you are once someone has the sword no one is stopping it unless that person gets cross shoted by two or more people.
> > > > i dont mind if all the maps are in FFA. they just need to make all of them into HCS versions. no autos. no melee weapons. no prome nades. i do hate torque and stasis though. those two maps are the worst for FFA because its extremely open. riptide molten and overgrowth should replace those two maps. riptide etc maps are also asymmetrical which works wonders for FFA. i always believed that FFA should only be played on asymmetrical maps because everyone gets a unique spawn and weapon set.
> > > > overall i really detest the way it plays now. it picks someone at random to win. its about who spawns in a better place then the other person rather than who is actually more skilled. if the game is 24 kills for each person. a tight game. it literally comes down to who sees who first
> > >
> > > You’re making it seem like only certain players get this 6 second respawn time which isn’t the case. All players have the same chances and opportunities. To be honest, if you need more than 4 seconds to end a battle, you deserve to die.
> >
> > i disagree because a prime example is when you spawn in shotgun hallway on stasis. i have won games specifically because of that initial spawn because i would get a killing spree off the bat with the shotgun in the beginning of the game. pretty much every spawn except for a few has major disadvantages and advantages when they should be slight. another example is spawning the closest to over shield on empire.the spawns are a gamble because its either you spawn in a major disadvantage that you cant get out of or you spawn in an advantage that you dont deserve on spawn. that coupled with the 6 sec spawn time makes it random and unpredictable on an 8 sec re spawn its more clear whos spawning where and why.
> >
> > if you have a battle that lasts more than 4 seconds and i win how do i deserve to die? i believe that kills should be rewarded regardless of long it took to obtain it.
> >
> > put it this way. when it was 8 seconds what was the issue with it. why was it a problem? to me HCS FFA Slayer game type is absolute perfection
>
> Like I said in my very first post, SPAWNS are the issue here, not Respawn times.
>
> If you have a battle that lasts more than 4 seconds your doing it wrong. It probably means that you’re chasing your kills and/or being petty. If you get the kill, well I don’t see what the problem is… All you have to do is get your shields back, but IF you don’t, then you get swept up by someone else, don’t cry about it. At this point it becomes a personal problem with the player, meaning the player doesn’t know when to challenge/push and most importantly when to live!
>
> I agree with you, HCS FFA would be nice to have.

well the spawns have been an issue since day one. the tournament settings is the only place where its a fair game all the way around. but ill wait and see if it is the spawns but either way i noticed a difference when they changed it to 6 sec re spawn and im sure you did to. you cant tell me you haven’t noticed the patterns in the way people engage in battles. its much different with a 6 sec respawn.im still wondering tho why does it need to be 6 instead of 8

trust me ive been playing since day one. i know how to win. i know that the faster the kill equals more time to stay alive but that doesn’t make it any less cheap when someone gets a free kill off spawn

> 2533274816735326;13:
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> > > 2533274816735326;8:
> > > > 2533274848704527;7:
> > > > > 2533274816735326;5:
> > > > > > 2533274848704527;4:
> > > > > > Respawn time is not an issue here. The respawn times are okay. What’s screwed up are the spawns.
> > > > > > Supposedly there’s an HCS FFA playlist coming, soon. Also the maps are just fine. If only “HCS maps” were played, we would probably only have like 8 maps in rotation, which would suck kind of get old after a while. I really don’t know why they took Riptide, Overgrowth, and Molten away, though.
> > > > >
> > > > > regardless of where you spawn you should not be rewarded with a short spawn time when you die. when you die you should be punished with a 8 sec re spawn. getting back in the game earlier only encourages run and gun game play. (sprinting off spawn to where you last died to kill the person who killed you). that right there is honestly pathetic to me and would be fixed if it was 8 sec to spawn because then the person that killed you would have a fighting chance instead of dying instantly. even if you spawn across the map from the person that killed you, you can still use the thrust slide to fly over to where the person who killed you is. i do it myself and its completely un called for. its just as bad as the sword on torque. it doesn’t matter how good you are once someone has the sword no one is stopping it unless that person gets cross shoted by two or more people.
> > > > > i dont mind if all the maps are in FFA. they just need to make all of them into HCS versions. no autos. no melee weapons. no prome nades. i do hate torque and stasis though. those two maps are the worst for FFA because its extremely open. riptide molten and overgrowth should replace those two maps. riptide etc maps are also asymmetrical which works wonders for FFA. i always believed that FFA should only be played on asymmetrical maps because everyone gets a unique spawn and weapon set.
> > > > > overall i really detest the way it plays now. it picks someone at random to win. its about who spawns in a better place then the other person rather than who is actually more skilled. if the game is 24 kills for each person. a tight game. it literally comes down to who sees who first
> > > >
> > > > You’re making it seem like only certain players get this 6 second respawn time which isn’t the case. All players have the same chances and opportunities. To be honest, if you need more than 4 seconds to end a battle, you deserve to die.
> > >
> > > i disagree because a prime example is when you spawn in shotgun hallway on stasis. i have won games specifically because of that initial spawn because i would get a killing spree off the bat with the shotgun in the beginning of the game. pretty much every spawn except for a few has major disadvantages and advantages when they should be slight. another example is spawning the closest to over shield on empire.the spawns are a gamble because its either you spawn in a major disadvantage that you cant get out of or you spawn in an advantage that you dont deserve on spawn. that coupled with the 6 sec spawn time makes it random and unpredictable on an 8 sec re spawn its more clear whos spawning where and why.
> > >
> > > if you have a battle that lasts more than 4 seconds and i win how do i deserve to die? i believe that kills should be rewarded regardless of long it took to obtain it.
> > >
> > > put it this way. when it was 8 seconds what was the issue with it. why was it a problem? to me HCS FFA Slayer game type is absolute perfection
> >
> > Like I said in my very first post, SPAWNS are the issue here, not Respawn times.
> >
> > If you have a battle that lasts more than 4 seconds your doing it wrong. It probably means that you’re chasing your kills and/or being petty. If you get the kill, well I don’t see what the problem is… All you have to do is get your shields back, but IF you don’t, then you get swept up by someone else, don’t cry about it. At this point it becomes a personal problem with the player, meaning the player doesn’t know when to challenge/push and most importantly when to live!
> >
> > I agree with you, HCS FFA would be nice to have.
>
> well the spawns have been an issue since day one. the tournament settings is the only place where its a fair game all the way around. but ill wait and see if it is the spawns but either way i noticed a difference when they changed it to 6 sec re spawn and im sure you did to. you cant tell me you haven’t noticed the patterns in the way people engage in battles. its much different with a 6 sec respawn.im still wondering tho why does it need to be 6 instead of 8
>
> trust me ive been playing since day one. i know how to win. i know that the faster the kill equals more time to stay alive but that doesn’t make it any less cheap when someone gets a free kill off spawn

Then you should know that getting a “free” kill off spawn has been happening since day 1.

The only thing I noticed was that games don’t last as long as they used to, so the 12:00 minute time should be reduced to 10:00.

> 2533274816735326;12:
>
>
>
> > 2586218893181855;10:
> > For whatever reason, it sounds like you want FFA to be some kind of glorified 1v1 game except there’s 6 people on the map. That just isn’t going to happen because that’s not how FFA is played. 6 or 8 seconds respawns won’t change anything. If I come across 2 people dueling it out, I’m shooting at one of them too. Likewise, if I’m dueling it out with someone, a third person will very likely be coming to clean up whoever’s left alive (or sometimes both of us). That is the nature of FFA.
> >
> > But what really gets me is how you seem to believe that the person you just killed is going to respawn, go all the way back to where he was killed to find you, then kill you. This happens so very rarely in FFA. In fact, the only time something similar happens is if you kill someone, sprint to somewhere else (not allowing your shields to regenerate), and the same guy just happens to spawn in the area you’re about to run in to. 6 seconds is more than enough time to allow your shields to regenerate, so facing off against the same guy you killed should never be an issue.
>
> dont make it seem like i dont know what FFA is. i played at least over a thousand games of it and won hundreds of them. i know the ins and outs of every map and how to win but there are certain ways to win that are uncalled for. even tho i can get a killing frenzy with a shotgun and hydra combo on stasis or a sword overkill on truth that doesn’t make it fun for me. if anything i feel bad for the other player. my main point is that i want it to be predictable because right now its random. i like crowd fights but less of them would be better in my opinion.
>
> if i recorded my game play you’d see what im talking about. i would kill someone in one area and then someone else comes and as im battling the first person i killed spawns in the same area and comes right behind me.
> i know when to Regen my shields. i know how to counter someone coming behind me but again that doesn’t make it fun. if anything its stressful.
>

I’m not talking about whether you know what FFA is, I’m talking about how you seem to want it to be played. You sound like a guy who knows how to take advantage of what’s on the map. So I ask, what’s wrong with that? You say getting kills with Shotguns, Swords, and Hydras isn’t fun for you, so why pick them up in the first place if you feel that way? The answer is simple: you don’t want to lose. You want matches to be predictable, but hearing it from you, it sounds like they already are: whoever grabs X power weapon wins.

I don’t need to see your game play because I know exactly what you mean. Everyone who plays FFA does. It’s a regular thing. Sure, it’s frustrating having very little chance to regroup after a confrontation, but that’s what happens in a game where everyone’s trying to kill each other. What does it matter if it’s the same guy you just killed coming back to kill you? Somebody’s coming to kill you. Everybody’s coming to kill somebody. It’s FFA. If you want to decrease the chances of someone running up behind you, I guess you need to pick a spot and camp there.

Also, you should explain to me what you mean by wanting FFA games to be predictable. Like how so? Because in my eyes, there isn’t much benefit to an FFA game being predictable.

I think spawns in FFA are definitely an issue. I’m not as concerned about the timer so much as the location. I am guilty of killing players straight off spawn, but I get spawn killed just the same even more. The entire FFA playlist needs serious help, not just spawns. The weapons are constantly being moved or replaced helping nothing, the maps are never consistent and the ranking is horrendous. I was gonna say it’s unplayable, but that’s a little dramatic. Its just not fun anymore like it was after it went down to 6 players after launch.

I think a 6 second respawn is good for FFA. It gives the player the who won the 1v1 time to get ahead by recharging his shield, get ready for the next person to jump them. Can you imagine a faster respawn? People would be coming at you constantly!

Games are miserable not fun and basically pointless… they’ll never fix this…

343 ruined game… forum stinks also

> 2535466277145073;18:
> forum stinks also

Forums are fine if you follow the rules, it’s not hard.

But you keep making alts.

> 2533274816735326;1:
> the 6 second re spawn in FFA makes it to easy to jump back into the game for example: i died from a gun battle from person A then person B comes to challenge person A while i am on re spawn. the 6 second re spawn gives me enough room to come behind person A to steal the kill away from person B. i am aware that kill stealing is a part of FFA but the difference here is that person A doesn’t have a chance to fight back where as if i spawned in 8 seconds he would’ve had time to turn around and make something out of nothing.
> spawns are also too close together. in addition to the 6 sec re spawn you end up spawning in the next hallway sometimes you even see the other player spawn in just as you finished spawning. the way the spawns are faced is also unfair because in this scenario if one player is facing away from you but your facing towards him you can predict that players movement better than the other player can predict yours.
> after you kill someone the person who is dead shouldn’t be rewarded with a spawn that runs into your path. multiple times i would kill someone and the person i just killed would appear giving him a rematch he doesn’t deserve. the player should have to fight his way to a rematch with someone.
> overall the quick re spawn gives players an undeserving advantage that allows them to jump into “in progress” battles happening around the map which is why it should be reverted back to 8 seconds
> another suggestion. FFA should have the exact same maps and game mode from HCS FFA tournaments:
> HCS FFA slayer and all the HCS versions of the arena maps. the unlimited kills will make the game longer and more interesting. no autos would be better for a ranked playlist such as this and the radar will also benefit this playlist

im kind of indifferent to respawn timer,i think current one is fine just spawns should be more fairer and reworked.I’ve had instances where as im walking a player just spawned in front of me.I think FFA and that all maps should have HCS Settings like weapon loadouts starts,grenade placements maybe AR as map pickup weapon with current ammo/reduced ammo(maps I want gone are molten,stasis,torque)cause I feel like dashboarding the game everytime they come up cause I cant stand them