The very first day I got halo 4 I didn’t like the instant respawn option after every death but I hoped I’d grow to like it. Unfortunately I haven’t and the more I play with it in the game, the more upsetting it gets.
If you are a Slayer player, I noticed it is not a huge impact although annoying. I find more and more player will just constantly rush you because let’s face it, dying really doesn’t have a penalty. The exception for Slayer being Swat when I constantly get the issue of killing someone and they respawn almost immediately next to me and then finish me off knowing exactly where I am since I haven’t had a chance to move. If I can get triple & overkills in Swat on the same 1-2 players, something is not right. Worst was a triple kill I had in a game that only had 2 players on the enemy team.
Slayer aside, I am glad Dominion & Capture The Flag have a forced respawn. That alone gives H4 a much more classic feel in my opinion. However, it is in Oddball. Why?
Oddball is a objective gametype and should NOT! allow a team to use themselves as cannon fodder to block your assault. If you tactically remove the defenders around their carrier, well, unless you were right beside him it did nothing because the whole squad will be right there again. Not only that, we constantly face teams that just combat rush you throwing grenades and if you kill them, in about 5 seconds they are back with resupplied grenades (of course we don’t get that advantage) and it happens again. This includes King as well but its extremely apparent in Oddball.
This same oddball tactic is a horrid factor in Team Regicide. Nothing is worse than clearing the defenders of the King and all he has to do is step back five feet for a full team respawn to defend him again.
It happens in every playlist with instant respawning except maybe some slayer variants. Not only does it hurt teams that are on the assault it gives no reason for players to stay alive. Oddball carriers will dive off the map, betrayals are more frequent and many people will rush out with nothing more than to just plasma stick you and die immediately after. The classic 5-second minimal respawn needs to be implemented.
On the same topic, I would love the see the removal of the death camera. Many times it is not accurate but worst it completely gives your position away to the player (if he watched the kill). I am not a camper, but I use my surroundings and will try to catch players off guard. If I can kill my target without them knowing where I was, then I did my job (this is mainly in Swat). But of course they will just watch and know immediately where I am and again, the person who was victorious and stayed alive doesn’t get this benefit. So why should the player who lost?
I do and i dont. It was put in becuase gamers asked for faster game play and it makes games go alot faster now. Iv had maybe two games finsh due to the clock running out where other Halo games iv had many games time out. For Slayer i dont care it does make it faster and thats fine for me. Ill play if it was kept or taken out
> Instant respawn is very low on the ol totem pole as far as problems this game has.
I know its very low but it would also be a very minor fix. Try oddball, it makes it almost unplayable. I play with 5 friends and it usually turns into which team gets the ball and turtles first will ultimately win. We refuse to play that way so its almost a permanent handicap against our team.
> > Instant respawn is very low on the ol totem pole as far as problems this game has.
>
> I know its very low but it would also be a very minor fix. Try oddball, it makes it almost unplayable. I play with 5 friends and it usually turns into which team gets the ball and turtles first will ultimately win. We refuse to play that way so its almost a permanent handicap against our team.
Games like that shouldnt have it. Slayer really is the only one that it works with really.
NO! Only in Octagon, but even in octagon… Why is there no setting to turn on instant respawn? Like real instant respawn, not this “push x to respawn” crap.
We need to be able to have real instant respawn for octagon
And the ability to turn on other respawn settings.
> I do and i dont. <mark>It was put in becuase gamers asked for faster game play and it makes games go alot faster now.</mark> Iv had maybe two games finsh due to the clock running out where other Halo games iv had many games time out. For Slayer i dont care it does make it faster and thats fine for me. Ill play if it was kept or taken out
> Games like that shouldnt have it. Slayer really is the only one that it works with really.
I agree with that to a point. Slayer does work with it somewhat, except Swat were is still a pretty big nuisance. When it comes to Slayer I find it does increase the games pace but a lot of the times not in a good way for me.
In Reach/3 etc if you died you were stuck with a respawn, lost your power weapons (if holding any) to your victor and by the time you spawned back he’d be long gone. In 4 it seems like once you kill your enemy and take his weapon the very next enemy you meet is the same player coming back to get his weapon since it is so easy to track down the last target who killed you. There needs to be that delay from defeat to respawn, dying shouldn’t have no penalty.
i just dont get why they have instant respawn it makes no sense, like really!!! there was no reason to take out the respawn delay i always thought the pace of halo gameplay was perfect with it. not once did i or any of my friends complain EVER about the respawn delay. and i never herd people in halo 3 or halo reach complain either its just not right
I like Halo 4 but instant respawn is just a change added for the sake of change.
I complained that Halo Reach was slow BECAUSE THE CORE OF THE GAME WAS SLOW AS HELL. Halo 4 can be fast without instant respawn because the movement and jump (as well as the kill times) feel pretty good.
Spawn delay is a necessity for objective gametypes, particularly on smaller maps. Objective gametype game flow is contingent on momentum swings. It is really hard to break a good oddball set up in Halo 4, not only do you have to kill every player guarding the oddball but you have to kill them twice in some cases.
Small maps simply can’t work in Halo4 because of Instant respawn. Imagine Infinity Slayer on Midship, long shield recharge times, people instantly respawning 30m away, power weapons dropping everywhere, it just couldn’t work. Even Haven Slayer can sometimes be negatively effected by Instant respawns. Just yesterday I got a triple kill bottom mid Haven Infinity Slayer only to find myself immediately surrounded by 4 players.
I’m against it, now more than ever is death not a punishment but a teleportation device.
> Small maps simply can’t work in Halo4 because of Instant respawn. Imagine Infinity Slayer on Midship, long shield recharge times, people instantly respawning 30m away, power weapons dropping everywhere, it just couldn’t work. Even Haven Slayer can sometimes be negatively effected by Instant respawns. Just yesterday I got a triple kill bottom mid Haven Infinity Slayer only to find myself immediately surrounded by 4 players.
Not to talk about continuing multikills. I got a double kill, died, spawned almost next to where I died and got two more, resulting in an overkill.
There was a reason Bungie held death penalty in all their games…probably 343 wrongly thought they had a flash of genious:|
Now the game feels completly rushed, people spawn and run towards their last death hoping for an autoassist kill…
There’s no place for instaspawn in a game that requires 7 seconds to recharge the shield.
I agree that Reach was too slow-played, but now we have faster kill times, we all have sprint and an AA, instaspawn needs to go.
And Deathcam is still completly wrong…
And no respawn setting in customs…
Nope… no one ever suggested instant respawn but 343 in their infinite wisdom gifted us with it. How nice you can now extend a multi-kill after respawn.
> Not to talk about continuing multikills. I got a double kill, died, spawned almost next to where I died and got two more, resulting in an overkill.
Same, this happens to me all the time in Swat in particular. It is ridiculously easy to spawn kill when people are instant respawning.
I’m not sure if the constant spawning is part of this but I find maybe of the spawns players are given are also horrible locations. Too many times I’ve seen (myself included) where a player spawns almost immediatly next to the enemy. I never had this issue in previous titles so I either think its poor spawning systems (which seems doubtful) or just such rapid spawns you are placed poorly.
Personally, I did like Reach’s flow of combat. At times it felt slow but lately I’ve been jumping back and forth between Reach & 4 and it feels more tactical. The slower pace really lets me think about my actions and plan ahead. Just last night my first game back into Reach Big Team I scored a 40-11 round. I never get sprees like this in Halo 4 because its so easy to take down others, especially when your overwhelmed by teams just mobbing you with the constant rush of spawns. The instant respawns really are damaging the tactics of halo combat.
Seriously though, Instant respawn leads to the creation of larger-than necessary maps in order to compensate for how you can just run back to where you died within 5 seconds and finish off your attacker.
The notion of ‘map control’ is also completely thrown in the water when, if you wipe out a team, they will just respawn, instantly, at a place where they are no longer at a disadvantage and can mount a counterattack instantly. Killing the enemy no longer yields any kind of reward, due to their continuous presence on the map. Dying no longer carries any kind of punishment. Not by making you wait for those apparently horrible 3-5 seconds, not by your absence from the map, not by putting your team in a disadvantage, not by losing map control. This is especially detrimental for objective gametypes, as I’m sure 343i has realised. (Though they still won’t add it for oddball? Impossible.)
As mentioned earlier, when you die, you basically just teleport to safety at the cost of a point for the enemy.
> No.
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> Seriously though, Instant respawn leads to the creation of larger-than necessary maps in order to compensate for how you can just run back to where you died within 5 seconds and finish off your attacker.
>
> The notion of ‘map control’ is also completely thrown in the water when, if you wipe out a team, they will just respawn, instantly, at a place where they are no longer at a disadvantage and can mount a counterattack instantly. Killing the enemy no longer yields any kind of reward, due to their continuous presence on the map. Dying no longers any kind of punishment. Not by making you wait for those apparently horrible 3 seconds, not by your absence from the map, putting your team in a disadvantage, not by losing map control. This is especially detrimental for objective gametypes, as I’m sure 343i has realised. (Though they still won’t add it for oddball? Impossible.)
>
> As mentioned earlier, when you die, you basically just teleport to safety at the cost of a point for the enemy.
Completely agree, specifically to the teleport comment. That’s exactly how it feels. Oddball rattles my mind how that has not been addressed. I love the game type, the throw was a good addition but instant respawn strips down the game and ruined the entire flow.
I actually liked it when I first saw it, but since then I’ve grown to think the game would be better without it. I don’t think it will be removed, and I think it’s actually one of the lesser problems with the game, but I do view it as a problem.