Let Us Choose Any Invasion Spawn.

How about for the inevitable Invasion update, we are given the ability to choose any of the spawn spots to spawn in at? Instead of being locked to one or two spots the whole game.

So when you get spawn killed on that first phase after teammates quit you can…wait for it…wait for it …choose a different spawn!

Thus, we sidestep that problem by keeping the spawns more dynamic while also allowing both teams to keep each other on their toes.

It could even allow new strategies to be formed between team members.
Want to try and steam roll over everyone or make a quick last stand at a certain position?
Go ahead, talk to your teammates and have everyone spawn at one area to group up.
Then at the same time a lone player could spawn at a different spot to set up a sneak attack and throw off the enemy.

That’s just one example though. Of course you’ll keep your one battle buddy, since the alternative can lead to some pretty bad abuse…

I completely agree with this idea! It’d make that spawn-trap much more difficult to set up and execute, plus the newer strategies that could be formed would give a nice refresh to the playlist.

> I completely agree with this idea! It’d make that spawn-trap much more difficult to set up and execute, plus the newer strategies that could be formed would give a nice refresh to the playlist.

This. It would make Invasion more enjoyable to play overall.

Spire is really bad for spawn camping. It would be nice to have more options.

I agree, if your teammates quit and your team can be considered at a “disadvantage” then I think its appropriate to allow you (who’s teammate quit) to be able to switch to another spawn point. I think this is completely fair since you no longer have a wingman and the other team clearly has an advantage.

no thanks, if your team is getting spawn killed then the other team is better, you shouldn’t try to reduce the skill gap.

> no thanks, if your team is getting spawn killed then the other team is better, you shouldn’t try to reduce the skill gap.

Sorry but there’s nothing “better” when your team quits out and you lose your spawn buddy. You are quite literally a sitting duck. Sitting behind someone’s spawn and punching them in the back as they spawn isn’t “skill gap” at all, especially if they literally have NO other options.

I understand spawn trapping but Invasion is downright unfair if your battle buddy quits out on you. There is literally NO way to prevent being destroyed on spawn if you don’t have someone to help you spawn away from the zone being camped.

> > no thanks, if your team is getting spawn killed then the other team is better, you shouldn’t try to reduce the skill gap.
>
> Sorry but there’s nothing “better” when your team quits out and you lose your spawn buddy. You are quite literally a sitting duck. Sitting behind someone’s spawn and punching them in the back as they spawn isn’t “skill gap” at all, especially if they literally have NO other options.
>
> I understand spawn trapping but Invasion is downright unfair if your battle buddy quits out on you. There is literally NO way to prevent being destroyed on spawn if you don’t have someone to help you spawn away from the zone being camped.

making it so you can choose spawns doesn’t fix the problem, you’re still down a player regardless, getting punched in the back doesn’t happen unless you don’t fully understand the gametype, while waiting to respawn on one of the default zones you can rotate the camera around choosing which direction you want to spawn in, anyone camping your spawns you can watch and spawn facing him straight into combat to defend as well.

if one of there fire teams is camping your spawn after your buddy quit, let him, that means they’re down 2 people on defense so the rest of your team can push in and start capturing, once the alarms start ringing the players spawn killing start running back to try and defend giving you to oppertunity to get out of there alive.

just use team work, invasion is a gametype that requires teamwork all the way, playing as randoms never works because its so easy to get locked down and destroyed regardless of what you do, when you keep dieing you can’t spawn upfront on your buddy so you have to walk all the way back loosing even more time, because no one is defending you when you’re in the objective you’re going to get taken down very easily.

every gametype is unfair when someone on your team quits, should we break the spawn system in those gametypes too?

OP,

Allowing teams to spawn wherever would break the flow of the map, moreover having six dinosaurs spam one staircase is NOT an effective strtategy. Trust me, I have fought it off many times and won T1 without losing any objective time.

I willagree that there is a spawning issue in T1 invasion, but cycled spawns cannot fix this effectively and it fails to encourage any form of fireteam roles, thereby destroying the very foundations of the playlist. Becaust of this, I cannot support such a change.

If you and your battle buddy(or maybe just you) are being spawn camped, maybe you should communicate with your team and…wait for it…call for an assist! Or if the defense is trying to camp you right in front of your spawns, that means they are NOT defending the objectives…there is your opening! If I see spartans jumping off the ship, I tend to leavee them there until I fall back for vehicles.

As for spire… yea… spire has other more pressing issues that need to be addressed…

> > > no thanks, if your team is getting spawn killed then the other team is better, you shouldn’t try to reduce the skill gap.
> >
> > Sorry but there’s nothing “better” when your team quits out and you lose your spawn buddy. You are quite literally a sitting duck. Sitting behind someone’s spawn and punching them in the back as they spawn isn’t “skill gap” at all, especially if they literally have NO other options.
> >
> > I understand spawn trapping but Invasion is downright unfair if your battle buddy quits out on you. There is literally NO way to prevent being destroyed on spawn if you don’t have someone to help you spawn away from the zone being camped.
>
> making it so you can choose spawns doesn’t fix the problem, you’re still down a player regardless, getting punched in the back doesn’t happen unless you don’t fully understand the gametype, while waiting to respawn on one of the default zones you can rotate the camera around choosing which direction you want to spawn in, anyone camping your spawns you can watch and spawn facing him straight into combat to defend as well.

If you can choose your spawn when your a man down then you avoid getting spawn trapped because the enemy team doesn’t know where or when your going to spawn. And yes while you can rotate your camera, it doesn’t solve the problem, especially on Spire when an enemy team spawn camping could take the high ground and have a clear shot at you. While you may put up a defense that way, you are still surrouned and you will still be taken down.

Switching spawns just helps the solo guy or gal with no buddy a little help since he or she can’t spawn on anyone else.

> > > > no thanks, if your team is getting spawn killed then the other team is better, you shouldn’t try to reduce the skill gap.
> > >
> > > Sorry but there’s nothing “better” when your team quits out and you lose your spawn buddy. You are quite literally a sitting duck. Sitting behind someone’s spawn and punching them in the back as they spawn isn’t “skill gap” at all, especially if they literally have NO other options.
> > >
> > > I understand spawn trapping but Invasion is downright unfair if your battle buddy quits out on you. There is literally NO way to prevent being destroyed on spawn if you don’t have someone to help you spawn away from the zone being camped.
> >
> > making it so you can choose spawns doesn’t fix the problem, you’re still down a player regardless, getting punched in the back doesn’t happen unless you don’t fully understand the gametype, while waiting to respawn on one of the default zones you can rotate the camera around choosing which direction you want to spawn in, anyone camping your spawns you can watch and spawn facing him straight into combat to defend as well.
>
> If you can choose your spawn when your a man down then you avoid getting spawn trapped because the enemy team doesn’t know where or when your going to spawn. And yes while you can rotate your camera, it doesn’t solve the problem, especially on Spire when an enemy team spawn camping could take the high ground and have a clear shot at you. While you may put up a defense that way, you are still surrouned and you will still be taken down.
>
> Switching spawns just helps the solo guy or gal with no buddy a little help since he or she can’t spawn on anyone else.

no it doesn’t, they can just watch all 3 points …

> no it doesn’t, they can just watch all 3 points …

Sorry, but even if that does happen, being able to defend against one or two guys guarding each point is MUCH MUCH easier than constantly spawning at the same point surrounded by 6 people in a circle around you as they hump the ground in eagerness for you to phase into existence.

Camping a spot where the enemy spawns in the same exact spot every time is not skill. It’s just cheesy tactics that abuse an oversight in design for helpless kills and stat padding by huddling around and chucking grenades every 3-4 seconds.

You may lose badly still, but it gives the fighting chance back to you, and whatever other players still exist on your team.
What’s wrong with having the ability to coordinate with teammates to all spawn at the same spot and push away the campers and continue the game?

I really don’t see how someone who enjoys the objective and goals of Invasion or is skillful in the playlist would not want to see something like this happen, it’s not changing the gametype, it’s keeping it fun for all while adding the chance for new strategies when both teams are full such as diversion or quick full frontal assaults.

> OP,
>
> Allowing teams to spawn wherever would break the flow of the map, moreover having six dinosaurs spam one staircase is NOT an effective strtategy. Trust me, I have fought it off many times and won T1 without losing any objective time.

I never said a certain strategy would always work, especially at all places of the maps. You don’ run into chokepoints, expecting to break through easily. Of course sometimes this will take the enemy by surprise.

It’s all about giving a few more options and strategies to the game and playlist without breaking it completely to address other issues like spawn camping.

For example have that part of the team keep the pressure up while 1-2 others spawn somewhere else together and take the bases and divert the enemy away. Or maybe even have 3 players go up each staircase to split the enemy. Or just go back to the standard spread out tactic with 2 at left, middle, and center like normal.

You can’t do that normally on current sittings, especially if I’m a Spartan and sitting up there sniping your Elites with a DMR as they run across Boneyard to join their teammates trying to set this up.

So you are suggesting that a very effective strategy would be to have one team push Alpha, another Stands by at Bravo, and one team should be ready to assist either team, possibly even spawning in the middle?

deja vu…

Gotta love dat skill gap

Normally I’m all for spawntrapping, but Invasion is the exception. Whether or not allowing us to spawn anywhere is the solution, limiting us to one spawn is still a huge problem.

> I completely agree with this idea! It’d make that spawn-trap much more difficult to set up and execute, plus the newer strategies that could be formed would give a nice refresh to the playlist.

This would work.

> > > > > no thanks, if your team is getting spawn killed then the other team is better, you shouldn’t try to reduce the skill gap.
> > > >
> > > > Sorry but there’s nothing “better” when your team quits out and you lose your spawn buddy. You are quite literally a sitting duck. Sitting behind someone’s spawn and punching them in the back as they spawn isn’t “skill gap” at all, especially if they literally have NO other options.
> > > >
> > > > I understand spawn trapping but Invasion is downright unfair if your battle buddy quits out on you. There is literally NO way to prevent being destroyed on spawn if you don’t have someone to help you spawn away from the zone being camped.
> > >
> > > making it so you can choose spawns doesn’t fix the problem, you’re still down a player regardless, getting punched in the back doesn’t happen unless you don’t fully understand the gametype, while waiting to respawn on one of the default zones you can rotate the camera around choosing which direction you want to spawn in, anyone camping your spawns you can watch and spawn facing him straight into combat to defend as well.
> >
> > If you can choose your spawn when your a man down then you avoid getting spawn trapped because the enemy team doesn’t know where or when your going to spawn. And yes while you can rotate your camera, it doesn’t solve the problem, especially on Spire when an enemy team spawn camping could take the high ground and have a clear shot at you. While you may put up a defense that way, you are still surrouned and you will still be taken down.
> >
> > Switching spawns just helps the solo guy or gal with no buddy a little help since he or she can’t spawn on anyone else.
>
> no it doesn’t, they can just watch all 3 points …

I can’t see a full team actually watching all three spawns on Boneyard, Spire or even Breakpoint. That is very ineffective on their part and will eventually lead to an objective being taken.

OP, I understand your point, but I don’t think this would be the way to go. It would break down the whole feel of invasion which revolves around fire teams, buddy-buddy system and co-ordinated strategies replacing it with 6 guys all charging en-mass at the same objective and the whole thing becoming no different than a game of KOTH.

However, I do think that anyone who loses their buddy should be allowed to pick the timing of their respawn and can basically hang back from respawning as long as they like. This way if just one person is camping their spawn they can chose to attack when the moment is right. If two or more are there, they can hold as long as they like safe in the knowledge that two of the defending team are a long way from their objective.

> OP, I understand your point, but I don’t think this would be the way to go. It would break down the whole feel of invasion which revolves around fire teams, buddy-buddy system and co-ordinated strategies replacing it with 6 guys all charging en-mass at the same objective and the whole thing becoming no different than a game of KOTH.
>
> However, I do think that anyone who loses their buddy should be allowed to pick the timing of their respawn and can basically hang back from respawning as long as they like. This way if just one person is camping their spawn they can chose to attack when the moment is right. If two or more are there, they can hold as long as they like safe in the knowledge that two of the defending team are a long way from their objective.

this might be a good idea…

Invasion is more like a 3v3 gametype because of the fire team setup. Invasion was built to simulate an invading force broken into squads. This is why you can only see the waypoint of your battle buddy. It forces you to work with one other person directly, and each fireteam works as a unit to complete the tier objective.

By allowing a team to spawn anywhere, you destroy the fundamentals of the gametype. It essentially becomes a 6v6 game of one-bomb. Furthermore, it becomes very difficult for the defense to keep track of the attacking forces off spawn making defense nearly impossible. I can prove this because anyone that has played extensive amounts of invasion knows that sometimes the spawns break, and everyone spawns at the same location, and can spawn on any teammate. When this glitch occurs, both teams almost always capture the core because defensive strategy is ineffective without the fireteam setup.

So please, do not suggest we allow players to spawn anywhere and destroy the gametype.

QED.

> Invasion is more like a 3v3 gametype because of the fire team setup. Invasion was built to simulate an invading force broken into squads. This is why you can only see the waypoint of your battle buddy. It forces you to work with one other person directly, and each fireteam works as a unit to complete the tier objective.
>
> By allowing a team to spawn anywhere, you destroy the fundamentals of the gametype. It essentially becomes a 6v6 game of one-bomb. Furthermore, it becomes very difficult for the defense to keep track of the attacking forces off spawn making defense nearly impossible. I can prove this because anyone that has played extensive amounts of invasion knows that sometimes the spawns break, and everyone spawns at the same location, and can spawn on any teammate. When this glitch occurs, both teams almost always capture the core because defensive strategy is ineffective without the fireteam setup.
>
> So please, do not suggest we allow players to spawn anywhere and destroy the gametype.
>
> QED.

I don’t see how keeping the two person battle buddy system and everything else exactly the same besides having more or all spawn points available to everyone like in Invasion Slayer will break the game and destroy all of the older strategies.

But otherwise, fine nothing is changed to avoid unintended future problems, then how do we fix the other problems without needing a TU or such? Just live with it and hope the new forge maps fix things with tons of shield doors?