“Nice Spawn Bungie”
it was the most common thing thing I heard uttered online in any halo game.
Spawn killing and spawn manipulation has been going on since CE. It’s not just a h5 issue.
I’m not too sure if it’s that the spawns are worse in h5 or that players in general have become more spawn aware. I think this will be a problem going forward. Competative players are just so aware of game mechanics now.
But it I do agree that sometimes the spawns are particularity bad, especially in some cases, btb. They do need improvement. And warzone assault is just broken. The entire spawn system in that mode is terrible.
From the discussions that ive read online with some of the forgers online it seems like the map creators were not given the chance to adjust their spawns for certain gametypes.
Ex, dispelled assault. Those spawns are not set up correctly for assault. And that’s because the creator never was able to submit a assault configuration before they added the gamemode. I’m fairly certain assault uses flag spawns on dispelled. It doesn’t work. Also the creator and 343 both know about the spawn trap on this map. It’s easily fixed.
I don’t understand why the forgers are not allowed to make much needed adjustments to their maps. It’s like they say, “no map is ever finished”, so let the forgers make changes and improve them. They built the darn maps to begin with, trust them to improve their own maps.
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I’ll agree, that the other games, like most games have spawn issues, but it was never to this level. In part, I believe, because you just couldn’t cross the map fast enough in previous halos. The maps were also bigger and had more complex construction. All this meant that even if you knew exactly where a player would spawn (which was hard, because the system was more random, and had more points to work with) you often couldn’t position yourself for a cheap kill, at best you could move to contain them. Furthermore, there were many more safer spawns available whereas in the average halo-5 map there are only a handful of well-defined ‘zones’ which often have very, very poor cover and few entrances/exits. Take all of warzone for example: when you limit spawns to 5 buildings total (or the open killing field right next to them) you invite, nay, you practically build-in spawn killing/trapping.
For example: in ‘Eden’ you can spawn in blue, red, or security (at least, this is where i most often find myself spawning) and areas within a few dozen meters of these spots, only security has what could be called ‘good cover’ but all 3 areas are very open. Furthermore you can reach any of these areas, from any other in maybe a dozen seconds at full sprint. Compare this to your typical halo 2-3 map Zanzibar where you have a large main, multi-floor building; a large wheel; two buildings flanking the wheel (one enclosed, one 3 stories; a large, mostly enclosed wall; and an open beach furthermore it takes more than a minute to get from the beach to the main building on the opposite side. The spawns are largely inside or in covered areas outside and each position can’t directly threaten more than 2-3 of the others, and often only from a few windows or platforms. You can fit 2, maybe 3 eden’s into Zanzibar not even counting all the space you have from multi-story structures. It’s not just the spawn system in halo 5 (Which is worse) but it’s the overly simplistic “MLG” style tiny maps combined with much faster movement speed. That’s what’s changed bad spawns from exactly that, a bad spawn, into something players exploit to avoid meaningful confrontation.