static and dynamic spawns are what either allows for spawn trapping or helps prevent it.
when spawns are static, like they are in MLG, your team will spawn in the same general areas every time. when spawns are dynamic, like in the rest of matchmaking, you will spawn where ever there is the least amount of danger most of the time.
spawn trapping is when one team gets a power weapon or two and holds down certain areas so that the other team doesn’t have much of a chance to do anything before being killed. the key detail to note is that spawn trapping is very difficult to pull off no matter who you are playing against. it requires a lot of team work and perfect timing when it comes to getting control of certain areas. This is why I believe that spawn trapping should not be considered a cheap, noobish strategy. spawn trapping should be in halo.
here is a clip from the other night (taken from my other account) where we had excellent map control in a game of slayer CTF on asylum. but first a few details:
here are the positions we held/pushed:
one guy provided support from their needle bridge with our sniper (me)
another supporter had their sniper at their sniper bridge
the first offensive player was in their rocks pushing up the left side of their base
and the other offensive player was pushing across their turret with sword.
we were about to hold down their base and get a capture before the game ended. BUT the dynamic spawns had other plans in mind…
http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=20897015&player=x%20F%20equals%20MA%20x
after we killed their entire team the first three players to be killed all spawned right in front of our base. keep in mind this is an objective game. not expecting an attack from behind they were able to kill me and grab our flag. they ran it across and made the capture. we captured their flag anyway but we still should have won by a larger margin. the point is that the other team got into our base without having to kill any of us. they got in by luck and not skill which is not how competitive games should be.
imagine if this had happened in the beginning of the game. what would have been an excellent lead capture and map control would have turned out to be a tie and we would have had to pull of another great maneuver to get the lead.
side note: I never EVER KD boost in objective. as tempting as it is I know how much it sucks. my friends and I are far more satisfied by winning objective games as we can and with out letting the other team score any points.
TL:DR, dynamic spawns can give unskilled players an advantage when about to be squished by skilled players.
thoughts?