Thoughts? I don’t even need to get too deep in to the subject, its pretty clear how it ruins the game.
Death, what’s that?
I understand allowing players to be able to instantly respawn in Custom Games or certain crazy gamemodes but not most should have the feature. Killing your enemy team allows for you to gain strategic ground. In Halo 4 that was ripped away with viscous charges when after death again and again just attacking a foe who’s shields haven’t fully recharged yet as you sprinted to their location Jet Packed and shot them down.
I forget the name of the map but its essentially the blood Gulch of Halo 4 with the cliff with the rocky hill and the massive forerunner structure. It looks like you’re on a different section of Forge Island but anyway…
That hill has seen terrible conflict that dwarfs the death and destruction at Hamburger Hill. I remember my team once lost the him just from the enemy sprinting up and beating us to death. Only a few fired the their guns and they all threw their grenades. Blinding me and my friends with both smoke and plasma.
I ran out of ammo with some many weapons it just came down to me beating them too death as well. First my Carbine, then the Railgun, a turret someone dropped, my plasma, a DMR i got from my dead friend, an enemy assault rifle that i constantly got ammo for until they started using br’s and thinking. After all ammo was exhausted i died. That game i got 43 kills and 2 deaths, BTB. There was just too many of them.
As you guessed it was short game, probably not even being longer than 5 minutes. That’s what instant respawns does to Halo. It just rips out skill and the fear of death, which a video game already lacks.
“Two men enter… the better man leaves… and the lesser man is re-spawning and that’s Halo.”
-Luke Smith
Instaspawn is good for custom and and other crazy gametypes, but when it is something like Slayer, it just ruins the game.
agreed, it needs to go.
> “Two men enter… the better man leaves… and the lesser man is re-spawning and that’s Halo.”
> -Luke Smith
>
> Instaspawn is good for custom and and other crazy gametypes, but when it is something like Slayer, it just ruins the game.
Two men enter… the better man leaves… and the lesser man has already respawned and killed the better man before his shields have returned and that’s Halo 4.
Should only be a custom game option.
> Death, what’s that?
Nobody said death
> > Death, what’s that?
>
> Nobody said death
I certainly didn’t hear anything. Must be my imagination…
Agreed!
I aggree, instant respawn should be kept as an option for forgers to use, but it should not be implemented in competitive game modes
Yea, it’s kind of hard to say it’s a fun feature. Especially in grifball.
Instant respawn just destroys objective based gametypes.
> Yea, it’s kind of hard to say it’s a fun feature. Especially in grifball.
>
> Instant respawn just destroys objective based gametypes.
I think it brings down all gametypes. While I can see having an adjustable respawn timer for customs, I think the downsides of instant respawn outweigh the upsides - even for social lists.
To the OP: I agree.
> > “Two men enter… the better man leaves… and the lesser man is re-spawning and that’s Halo.”
> > -Luke Smith
> >
> > Instaspawn is good for custom and and other crazy gametypes, but when it is something like Slayer, it just ruins the game.
>
> Two men enter… the better man leaves… and the lesser man has already respawned and killed the better man before his shields have returned and that’s Halo 4.
That sums it up.
I like to have Instant Respawn for an option for Customs and Action Sack Playlist.
But it should be removed from Matchmaking. I much prefer a system where when you died, it would not spawn you in until 30 seconds after death. But you could manually spawn in after 2-3 seconds or whatever the default was in H3. This would stop people getting free kills on AFK players, who should be kicked after 1 or 2 minutes of being AFK.
> > > “Two men enter… the better man leaves… and the lesser man is re-spawning and that’s Halo.”
> > > -Luke Smith
> > >
> > > Instaspawn is good for custom and and other crazy gametypes, but when it is something like Slayer, it just ruins the game.
> >
> > Two men enter… the better man leaves… and the lesser man has already respawned and killed the better man before his shields have returned and that’s Halo 4.
>
> That sums it up.
>
> I like to have Instant Respawn for an option for Customs and Action Sack Playlist.
>
> But it should be removed from Matchmaking. I much prefer a system where when you died, it would not spawn you in until 30 seconds after death. But you could manually spawn in after 2-3 seconds or whatever the default was in H3. This would stop people getting free kills on AFK players, who should be kicked after 1 or 2 minutes of being AFK.
A good suggestion, but people would exploit it. 30 seconds is too long.
Winning teams would intentionally not respawn to run out the clock.
10 seconds is probably best.
inb4 Sammy says that running out the clock by not respawning is a new strategy, which improves upon the tactical abilities in Halo.
Leave it as an option in custom games.
Definitely should be done away with, at least for the majority of gametypes. Those that can still have it being custom games and crazier gametypes such as Rocket Slayer and some Action Sack modes.
With instant respawns, it hurts both the player that wins a firefight and the player that dies. For the player that clears out an enemy held location, the first player he killed could already be upon him before killing the last player, hurting a player’s drive to clear out the enemy and the satisfaction of doing so. It also promote waiting for an enemy to come to you or just picking away at them from afar.
For the player that dies, it leaves no consequence for their death and no time for some players to consider what they did wrong. This can lead to that player throwing themselves at an enemy team repeatedly before trying something else, putting his own team down several point in the mean time. At least with having a respawn time forced upon a player, it teaches the player there is a consequence for just charging in thoughtlessly, and gives a few second breather to the player to clear their head and plan their next course of action.
respawning being delayed can lead to more occurrences of spawn trapping which isn’t a good thing in my opinion
> respawning being delayed can lead to more occurrences of spawn trapping which isn’t a good thing in my opinion
Then they should Review the spawn point code. So that we spawn farthest/mid distance from where the camping is happening.
I would like to see respawn time based on either time spent alive, or how many kills you’ve earned, since last respawn.
The longer you’ve spent alive or the longer your killing spree the longer you have to wait until respawn. Say a max of 7-8 seconds and at a minimum of 2-3 seconds.
> I would like to see respawn time based on either time spent alive, or how many kills you’ve earned, since last respawn.
>
> The longer you’ve spent alive or the longer your killing spree the longer you have to wait until respawn. Say a max of 7-8 seconds and at a minimum of 2-3 seconds.
I don’t really like that idea, it sounds like you are punishing players for being good. The only time a player should serve more time is if they commited suicide or a betrayal.