> 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.
>
> 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.
> 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.
It is definitely on the lower end of problems for sure but I would imagine it would be minor effort to fix. If you play Oddball (in particular) at all, calling it a catastrophe is an understatement.
If I had to keep instant respawn in one gametype, it would be FFA Slayer (non-objective). Just because if you’re playing a FFA kills-only game, you should be tested by as many enemies as possible all the time. FFA is a stressful gametype, so instant respawn would just heighten that element.
As for instant respawn as a feature? I very much dislike it. Not on principle though. Of course it’s always fun to jump back into the action as soon as possible, but it takes away the ability to just STOP and CHILL for just a few precious seconds after dying. Obviously you don’t HAVE to respawn immediately, but oftentimes it’s in your best interest score-wise to get back in the game (especially when you can respawn and then clean up that kill you were just working on, which is a flaw of this feature). By waiting just a few seconds, you actually have a chance to think about what just happened, and it gives you a chance to glance at the score, and maybe even give your fingers a quick shake.
The fleeting moments of calm after a death are ridiculously refreshing. Otherwise it’s thumbs-to-the-sticks for a whole freaking 10-15 minutes.
> If I had to keep instant respawn in one gametype, it would be FFA Slayer (non-objective). Just because if you’re playing a FFA kills-only game, you should be tested by as many enemies as possible all the time. FFA is a stressful gametype, so instant respawn would just heighten that element.
>
> As for instant respawn as a feature? I very much dislike it. Not on principle though. Of course it’s always fun to jump back into the action as soon as possible, but it takes away the ability to just STOP and CHILL for just a few precious seconds after dying. Obviously you don’t HAVE to respawn immediately, but oftentimes it’s in your best interest score-wise to get back in the game (especially when you can respawn and then clean up that kill you were just working on, which is a flaw of this feature). By waiting just a few seconds, you actually have a chance to think about what just happened, and it gives you a chance to glance at the score, and maybe even give your fingers a quick shake.
>
> The fleeting moments of calm after a death are ridiculously refreshing. Otherwise it’s thumbs-to-the-sticks for a whole freaking 10-15 minutes.
I’m sorry, but I greatly disagree with your opinion on FFA slayer. There is nothing more frustrating then working hard to kill a player at bottom mohawk on Haven just to have the player you just killed spawn on the ramp behind you.
This is actually a big issue because it totally throws off map control/set-up strategies. I hate instant respawning and think it should be taken out of ALL game types in order to allow for people to have to realize how their actions will affect the team and penalize people for simply rushing in all game.
> If I had to keep instant respawn in one gametype, it would be FFA Slayer (non-objective). Just because if you’re playing a FFA kills-only game, you should be tested by as many enemies as possible all the time. FFA is a stressful gametype, so instant respawn would just heighten that element.
>
> As for instant respawn as a feature? I very much dislike it. Not on principle though. Of course it’s always fun to jump back into the action as soon as possible, but it takes away the ability to just STOP and CHILL for just a few precious seconds after dying. Obviously you don’t HAVE to respawn immediately, but oftentimes it’s in your best interest score-wise to get back in the game (especially when you can respawn and then clean up that kill you were just working on, which is a flaw of this feature). By waiting just a few seconds, you actually have a chance to think about what just happened, and it gives you a chance to glance at the score, and maybe even give your fingers a quick shake.
>
> The fleeting moments of calm after a death are ridiculously refreshing. Otherwise it’s thumbs-to-the-sticks for a whole freaking 10-15 minutes.
A great point about the pause between death and back into gameplay. I didn’t mention that but spot on. And you are actually harming your team if you don’t take the instant respawn because you know the entire other team will. Especially in objectives you can’t wait to spawn. I don’t think it really belongs in any playlist, I get your logic for FFA but I still think a respawn timer would be better for the playlist.