Instant Spawns Ruin the game

Seriously… who in the world at 343 thought it was a good idea to have instant spawn in the game and not even optional… I can’t count how many times I’ve gotten multi kills and can’t even feel that brief moment of being safe because you know they are on respawn because of the constant wave of the other team instantly spawning and running at me. Not to mention in Doubles Taking out one of the members in a 2v2 DMR/BR Fight then instead of having a short 2v1 power play, the other member spawns aiming at you from a different angle while your going for the other member… Also the Spawn system in general is garbage… I’m sick of having other teams getting their friends to instant spawn in their back pocket while ill die and spawn a good mile away from my other team members. Halo 4 is a vast improvement from reach i just wish they would fix these things Asap. otherwise it just ruins it for me.

I agree how will objective games even work with this set up?

Ya, it causes an endless flow of enemies always up each others butt’s, im not a fan of it.

I have tried playing objective games and i can’t stand it. there’s no more “3 down push up” talk going on anymore. its basically just a big scramble for the objective.

not sure you people realize that in objective games there isnt instant respawn…

? are you sure? because I’m pretty sure there is… at least in custom games… trying to play doubles ctf with insta spawn that you cant turn off is almost impossible

There ISNT instant respawn in OBJ game types.

With that said, I HATE instant spawn. At first, I thought it was a great idea. I thought it would open up much, much faster gameplay.

Instead it’s a constant butt -Yoink- of guys fighting, dieing, and than fighting again.

This shouldn’t happen…
Player 1: Kills Player two
Player 1 has no shields
Player 2: Kills player one right after they just fought.

I think if they get rid of this, it will make the game much more smoother.

I’m fine with inst spawn in the social playlists but it should at least be an option to turn it off for customs / slayer pro and the ranked matchmaking that is supposedly coming soon.

Exactly… I feel it should at least be an option and turned off for ranked playlists … there is no way this should ever be considered for competitive play lol it takes a lot of strategy out of the game …

would just lead to a lot of desperation flag runs.

Im still pretty certain its turned on for custom game obj… because i specifically remember playing ctf in a custom and it was impossible to get into the opposing teams base to grab the flag when their team constantly spawned there. it was ridiculous…

I seem to be alone in this opinion but I like the instant re-spawn. In previous games if you were down or really feeling good about the game if you died you had to wait and anticipate. Here you can get back in the game quickly and keep your groove going or help bring your team back. Plus it speeds the game up forcing you to get quick at making decisions.

There are no decisions ever made lol it just turns into a big mosh pit basically lol… it takes a lot of strategy out of the game… i can see this option being in social un ranked playlists and its fun if your just logging on to have some fun playing social game types with your friends… but it doesn’t belong in a competitive game types… and it should certainly be optional in customs.

Well, thanks to the spawns, I find that the system is just fine. I’ve never once found that pepole have taken down my shields, I’ve killed them then they spawn and finish me off. The maps and spawn system is designed to not let that happen. They’ve also taken it out in objective games. I hardly see the problem here.

Have you tried to play gamebattles? especially doubles? get into a 2v2 DMR/BR Battle and take out one of their players and instead of having an advantage for a a few seconds the recently killed member simply presses x and spawns looking at you from a different angle and finishes you off…

Also the spawns are broken i cant count how many times ive killed someone and then got into another DMR fight right after and see the person i recently killed right there along side his team mate shooting me again…

oh please don’t stick up for this games spawn system.

It needs to be changed. I really like the direction the new multiplayer is going, but instant respawn fundamentally compromises the framework of a game revolving around shield endurance and positioning.

When you clear an area, you were previously be rewarded with a slight reprieve to reposition or fall back. A large amount of the team strategy of Halo was based on this concept. With instant respawn, one of the people who you just killed, on most maps, will be able to engage you before you can either manage a recharge or vacate the area. This is compounded by the DMR being an exceptionally strong long range starting weapon. I’ve had multiple occurrences of someone putting DMR rounds into me moments after I’ve killed them, and dealing a killing blow on weakened shields that they had damaged before dying. Simply put, I don’t think that is intended, and if it is, it needs to be immediately reconsidered.

A three second respawn timer in slayer absolutely has to be put in from what I’m witnessing. I’m actually surprised that with the inclusion of the kill cam, they opted for an instant respawn system which assures that nobody will ever see or use it.

> It needs to be changed. I really like the direction the new multiplayer is going, but instant respawn fundamentally compromises the framework of a game revolving around shield endurance and positioning.
>
> When you clear an area, you were previously be rewarded with a slight reprieve to reposition or fall back. A large amount of the team strategy of Halo was based on this concept. With instant respawn, one of the people who you just killed, on most maps, will be able to engage you before you can either manage a recharge or vacate the area. This is compounded by the DMR being an exceptionally strong long range starting weapon. I’ve had multiple occurrences of someone putting DMR rounds into me moments after I’ve killed them, and dealing a killing blow on weakened shields that they had damaged before dying. Simply put, I don’t think that is intended, and if it is, it needs to be immediately reconsidered.
>
> A three second respawn timer in slayer absolutely has to be put in from what I’m witnessing. I’m actually surprised that with the inclusion of the kill cam, they opted for an instant respawn system which assures that nobody will ever see or use it.

Exactly… instant respawn just isn’t halo… at all… a lot of features have been removed like No more x’s for dead team mates… and its a lot harder to find your team on the screen now… the indicators only show if you are looking in that direction… i like this game more than reach… but i wish they would put in a lot of features they took out… custom games aren’t nearly as custom as they used to be

What’s interesting about instant respawn is that it does work in a whole bunch of different shooters. It just doesn’t work in Halo, due to the entire game revolving around a team applying pressure to key targets to drop their shield.

In a one hit-one kill type of first person shooter, instant respawn isn’t a big deal because it doesn’t really give any sort of significant advantage because most of the time a single bullet or burst will be lethal anyway.

However, in Halo 4 instantaneous respawning completely screws up the balance of the endurance system, and it is compounded by small (but well designed) maps, sometimes questionable dynamic respawns, and most importantly, a strong long range pinpoint weapon as a starting option. All of this creates a pretty clear situation in which I can’t even begin to understand why the decision was made to NOT include a small respawn delay.

> What’s interesting about instant respawn is that it does work in a whole bunch of different shooters. It just doesn’t work in Halo, due to the entire game revolving around a team applying pressure to key targets to drop their shield.
>
> In a one hit-one kill type of first person shooter, instant respawn isn’t a big deal because it doesn’t really give any sort of significant advantage because most of the time a single bullet or burst will be lethal anyway.
>
> However, in Halo 4 instantaneous respawning completely screws up the balance of the endurance system, and it is compounded by small (but well designed) maps, sometimes questionable dynamic respawns, and most importantly, a strong long range pinpoint weapon as a starting option. All of this creates a pretty clear situation in which I can’t even begin to understand why the decision was made to NOT include a small respawn delay.

When it comes down to it im really not sure why 343 made a lot of the decisions they did for this game… i kind of hate a lot of aspects of it now that i’ve been sitting here thinking about it… the random power weapons… no weapons/nades on the map its all those stupid drops… ive had rockets fall right in front of my face… yeah cause thats fair… everyone loved halo 2… i just don’t understand why they cant take the hint lol