Spawn Prediction

Anyone have any tips on learning Spawn Prediction?

Nothing is cooler than going up against a team who has the Spawns on lock-down and I’d love to learn how that works. I’ve watched several videos on youtube about how to go about doing this but am having some trouble.

Any insight would be appreciated.

While spawn trapping is good in 1v1, I personally believe it should not be exploited in multiplayer games such as warzone, where it will drive the enemy team to leave. It certinly gets on the nerves, and I’m not joking when I say this, can result in mental instability with some people. Some people just can’t handle anger.

> 2533274922326792;2:
> While spawn trapping is good in 1v1, I personally believe it should not be exploited in multiplayer games such as warzone, where it will drive the enemy team to leave. It certinly gets on the nerves, and I’m not joking when I say this, can result in mental instability with some people. Some people just can’t handle anger.

Oh I totally agree with that. I should have specified, I am referring exclusively to ranked playlists. It’s my understanding that predicting and manipulating the enemy spawns is a strategy used in high-level play.

Spawn trapping in Warzone is annoying. In fact its one of the reasons I have stopped playing WZ or WZA as frequently as I once did.

On a basic level, you can watch where your teammates are on the map and usually the enemies will be in the places where they aren’t located which can help narrow down the map. For stuff like spawn trapping, it’s gonna be a lot harder if you don’t play with a party because you need to have teammates stay in certain areas to block spawns.

One tip is to look pay attention to where your teammates are on your radar using your teammates positioning will help predict spawns. A good way to practice this is to play FFA Swat/ FFA snipers with instant respawns to learn spawns on the map

Normally, the spawning system relies on few factors.

  1. Enemy placement
  2. Ally placement
  3. Whether that place is occupied by something that may cause danger.

Enemy placement decreases the likelihood you will spawn in that area, same with things like grenades (live or placed) and fusion coils. Your allies influence where you will spawn as well. You will often spawn close to your allies. You are also less likely to spawn somewhere you recently died.

If your team can look at or take up 3 corners of the map, your opponents are likely to resqawn in the one without a sightline and unoccupied. When you finish the team off, normally the enemy will spawn near the opposite side of the map as long as it isn’t occupied.

1v1s are a little different. You rely on your own presence to predict spawns.

=====

Here’s a logical one; on Fathom, if you stand on red bridge, you occupy the red base spawn, blue vat spawn, and, by looking into blue base, that spawn as well. This leaves the red vat spawn open, where your opponent will spawn. This is a 1v1 scenario.

In a 4v4, The Rig is very simple. You can have one teammate at Tower 1 or 2 looking old snipe or scatter shot, another at bunker, bunker stairs or tower wall (towards bunker), and your other two can be around the nest, white Hall, or engine two area. This will force a spawn at Blue Spawn, outside hall, and/or basement.

=====

I hope this has helped. If you want to play or have something explained a bit better, I’m happy to jump in a game and party with you and have a chat.

> 2533274888753908;6:
> Normally, the spawning system relies on few factors.
>
> 1. Enemy placement
> 2. Ally placement
> 3. Whether that place is occupied by something that may cause danger.
>
> Enemy placement decreases the likelihood you will spawn in that area, same with things like grenades (live or placed) and fusion coils. Your allies influence where you will spawn as well. You will often spawn close to your allies. You are also less likely to spawn somewhere you recently died.
>
> If your team can look at or take up 3 corners of the map, your opponents are likely to resqawn in the one without a sightline and unoccupied. When you finish the team off, normally the enemy will spawn near the opposite side of the map as long as it isn’t occupied.
>
> 1v1s are a little different. You rely on your own presence to predict spawns.
>
> =====
>
> Here’s a logical one; on Fathom, if you stand on red bridge, you occupy the red base spawn, blue vat spawn, and, by looking into blue base, that spawn as well. This leaves the red vat spawn open, where your opponent will spawn. This is a 1v1 scenario.
>
> In a 4v4, The Rig is very simple. You can have one teammate at Tower 1 or 2 looking old snipe or scatter shot, another at bunker, bunker stairs or tower wall (towards bunker), and your other two can be around the nest, white Hall, or engine two area. This will force a spawn at Blue Spawn, outside hall, and/or basement.
>
> =====
>
> I hope this has helped. If you want to play or have something explained a bit better, I’m happy to jump in a game and party with you and have a chat.

Good info, thank you! Sounds like the first thing I need to do is learn the spawn locations.

I’ll add you as a friend on Xbox and hit you up this weekend if you’re free?
<p></p>

> 2535414733857920;7:
> > 2533274888753908;6:
> > Normally, the spawning system relies on few factors.
> >
> > 1. Enemy placement
> > 2. Ally placement
> > 3. Whether that place is occupied by something that may cause danger.
> >
> > Enemy placement decreases the likelihood you will spawn in that area, same with things like grenades (live or placed) and fusion coils. Your allies influence where you will spawn as well. You will often spawn close to your allies. You are also less likely to spawn somewhere you recently died.
> >
> > If your team can look at or take up 3 corners of the map, your opponents are likely to resqawn in the one without a sightline and unoccupied. When you finish the team off, normally the enemy will spawn near the opposite side of the map as long as it isn’t occupied.
> >
> > 1v1s are a little different. You rely on your own presence to predict spawns.
> >
> > =====
> >
> > Here’s a logical one; on Fathom, if you stand on red bridge, you occupy the red base spawn, blue vat spawn, and, by looking into blue base, that spawn as well. This leaves the red vat spawn open, where your opponent will spawn. This is a 1v1 scenario.
> >
> > In a 4v4, The Rig is very simple. You can have one teammate at Tower 1 or 2 looking old snipe or scatter shot, another at bunker, bunker stairs or tower wall (towards bunker), and your other two can be around the nest, white Hall, or engine two area. This will force a spawn at Blue Spawn, outside hall, and/or basement.
> >
> > =====
> >
> > I hope this has helped. If you want to play or have something explained a bit better, I’m happy to jump in a game and party with you and have a chat.
>
> Good info, thank you! Sounds like the first thing I need to do is learn the spawn locations.
>
> I’ll add you as a friend on Xbox and hit you up this weekend if you’re free?
> <p></p>

Yeah sure. The spawn locations are pretty easy to learn honestly. You probably know most of them already from just playing.

> 2533274922326792;2:
> While spawn trapping is good in 1v1, I personally believe it should not be exploited in multiplayer games such as warzone, where it will drive the enemy team to leave. It certinly gets on the nerves, and I’m not joking when I say this, can result in mental instability with some people. Some people just can’t handle anger.

I can affirm your point; during a WZA match on Dispatch - the Assault remix of ARC - my team and I were spawn-trapped by Gausshogs that locked down our spawns down to the teeth. I wanted to scream throughout the whole thing.

> 2535429593088083;9:
> > 2533274922326792;2:
> > While spawn trapping is good in 1v1, I personally believe it should not be exploited in multiplayer games such as warzone, where it will drive the enemy team to leave. It certinly gets on the nerves, and I’m not joking when I say this, can result in mental instability with some people. Some people just can’t handle anger.
>
> I can affirm your point; during a WZA match on Dispatch - the Assault remix of ARC - my team and I were spawn-trapped by Gausshogs that locked down our spawns down to the teeth. I wanted to scream throughout the whole thing.

The exact same thing happened to me on the same map of WZA! Didnt even have enough time to move an inch before getting killed after spawning. I just set my controller down and let the clock run out. Total waste of time and did not do my stats any favors. This is why I do not play WZA at all. Like EVER. Almost every game just ends up like that.

BREAKOUT 2.0 is the best. You don’t get pinned down either if you die from pistol shots it’s your own fault. Most of the time you can run away and try and turn the tables against the other team. Even if you’re out numbered.

> 2535414733857920;1:
> Anyone have any tips on learning Spawn Prediction?
>
> Nothing is cooler than going up against a team who has the Spawns on lock-down and I’d love to learn how that works. I’ve watched several videos on youtube about how to go about doing this but am having some trouble.
>
> Any insight would be appreciated.

Ohhh man. Im getting Nuketown 2025 flashbacks.
Bro, whilst its fun to cheese the spawns, its extremely irritating to nearly everybody else. If you want to Spawntrap, go on CE on the MCC. Spawns are horrible there

> 2535427711820703;11:
> BREAKOUT 2.0 is the best. You don’t get pinned down either if you die from pistol shots it’s your own fault. Most of the time you can run away and try and turn the tables against the other team. Even if you’re out numbered.

were talking about gamemodes with random spawns, and respawning. Breakout is not one of those modes mah dood.

> 2533274939741128;13:
> > 2535427711820703;11:
> > BREAKOUT 2.0 is the best. You don’t get pinned down either if you die from pistol shots it’s your own fault. Most of the time you can run away and try and turn the tables against the other team. Even if you’re out numbered.
>
> were talking about gamemodes with random spawns, and respawning. Breakout is not one of those modes mah dood.

Understood. But the problem with spawnkilling is that it is never going to be fixed, ever. It’s been that way since the beginning. Unless the maps are super huge like in Starsiege Tribes. Anyone remember Tribes 2 ? You would respawn somewhere in the field and that was it.

I think 343 removed the only oasis in the desert when it came to spawnkilling. That was BREAKOUT 2.0. Now its an inside joke that Halo 5 is all about SPAWNKILLING. :ghost:

> 2535427711820703;14:
> > 2533274939741128;13:
> > > 2535427711820703;11:
> > > BREAKOUT 2.0 is the best. You don’t get pinned down either if you die from pistol shots it’s your own fault. Most of the time you can run away and try and turn the tables against the other team. Even if you’re out numbered.
> >
> > were talking about gamemodes with random spawns, and respawning. Breakout is not one of those modes mah dood.
>
> Understood. But the problem with spawnkilling is that it is never going to be fixed, ever. It’s been that way since the beginning. Unless the maps are super huge like in Starsiege Tribes. Anyone remember Tribes 2 ? You would respawn somewhere in the field and that was it.
>
> I think 343 removed the only oasis in the desert when it came to spawnkilling. That was BREAKOUT 2.0. Now its an inside joke that Halo 5 is all about SPAWNKILLING. :ghost:

Yup, couldnt have said it better myself. good post