Tell me, how is THIS an acceptable spawn 343? I believe we lost this game by 1… here’s a good reason why.
You’re telling me that your game couldn’t have selected a safer spot on the map, given this situation? I absolutely CANNOT stand it when H5 starts giving the other team kills…
This isnt even a matter of spawn trapping, this is just a crock of BS, no other way around it… and yes, this is a Forge map, but this happens on dev maps too. It happens on Plaza a fair bit too… Regret, Molten… There are flaws in the spawn system!
Honestly I think spawning is screw up the most on Swat. Since it’s a very fast paced game and they use normal Arena maps you sometimes get spawn killed.
> 2533274924401014;3:
> How did you blow a 31 to 24 lead? Yes, the spawns can suck sometimes in this game but you didn’t lose because of that one spawn…
A teammate dropped out (quit or lagged out), and I was playing with a guy that is new to the game…
I agree the spawns are pretty terrible. Here are a few of the places that I’ve been spawned that felt ridiculous enough to record. Bad Spawn 1 Bad Spawn 2 Bad Spawn 3 Bad Spawn 4
But not in the sense of “oh I got one bad spawn”. On certain maps with certain gametypes (like fathom ctf or stasis ctf) the spawns are very predictable and controllable which yields good competitive gameplay
Other times, in games such as strongholds, the spawns are at times very unpredictable and are much more difficult to control making the game play worse.
> 2533274857107826;9:
> The spawns in this game do blow
>
> But not in the sense of “oh I got one bad spawn”. On certain maps with certain gametypes (like fathom ctf or stasis ctf) the spawns are very predictable and controllable which yields good competitive gameplay
>
> Other times, in games such as strongholds, the spawns are at times very unpredictable and are much more difficult to control making the game play worse.
Exactly, there are times when a spawn is so out-of-the-blue and random… where it defies the order of the flow of the match, where it just starts to piss you off! lol
I mean, I’ve played Halo for a long time, I generally know my boundaries and limits in a wide range of situations and positions on the map, but fluky spawns can just ruin that whole fundamental sense of awareness real quick… like there are times when the spawns can flat-out decide the outcome of a match. They’ll start awarding free clean-up kills, or access to objectives on map, weapons, uncontested, and the match can turn on it’s side quickly when a team didn’t necessarily earn it.
> 2533274873580796;10:
> > 2533274857107826;9:
> > The spawns in this game do blow
> >
> > But not in the sense of “oh I got one bad spawn”. On certain maps with certain gametypes (like fathom ctf or stasis ctf) the spawns are very predictable and controllable which yields good competitive gameplay
> >
> > Other times, in games such as strongholds, the spawns are at times very unpredictable and are much more difficult to control making the game play worse.
>
>
> Exactly, there are times when a spawn is so out-of-the-blue and random… where it defies the order of the flow of the match, where it just starts to piss you off! lol
>
> I mean, I’ve played Halo for a long time, I generally know my boundaries and limits in a wide range of situations and positions on the map, but fluky spawns can just ruin that whole fundamental sense of awareness real quick… like there are times when the spawns can flat-out decide the outcome of a match. They’ll start awarding free clean-up kills, or access to objectives on map, weapons, uncontested, and the match can turn on it’s side quickly when a team didn’t necessarily earn it.
That is a good way to put it. Halo 5 slayer snowballs really fast (as in, the team with momentum has to really mess up to lose that momentum and can usually ride it through a match to a win or a sizable lead). However in games between 2 pro teams in the HCS, slayer games are very 1 sided to start and then usually mid way through the match the team that is losing can usually flip the momentum and then snowball the other team and it will end as a close game (due to a combination of the map and how the spawns work on the map).
In old school Halo (H2 and H3), there was a much tighter give and take in the momentum because of how the maps were designed and ultimately the spawns worked on the maps. Very rarely did you see 2 top 8 teams have large kill differences to start a game off and then end the game closely due to a momentum shift but in Halo 5 it’s almost every game.
> 2533274875328566;8:
> i wanna know how the spawns work
It’s almost entirely based on where your teammates are in this game.
In Halo 3 it was based like this. In Halo Reach the spawns were influenced more by where deaths were occurring over where your teammates were. In Halo 5, even if your team is getting killed in a certain area of the map, if the enemy team has the other spawn options blocked by their positions you’ll be forced into that spawn kill almost every time (especially if it’s objective).
> 2533274857107826;12:
> > 2533274875328566;8:
> > i wanna know how the spawns work
>
>
> It’s almost entirely based on where your teammates are in this game.
>
> In Halo 3 it was based like this. In Halo Reach the spawns were influenced more by where deaths were occurring over where your teammates were. In Halo 5, even if your team is getting killed in a certain area of the map, if the enemy team has the other spawn options blocked by their positions you’ll be forced into that spawn kill almost every time (especially if it’s objective).
> 2533274888695001;16:
> At least we are not spawning in rocks anymore. Spawns are getting better.
That’s an issue in Warzone… Arena spawns haven’t changed much, if at all… granted they’re usually not too bad. There’s just high potential for frequent spawn mishaps…