Star Conflict

Star Conflict

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sexbeard Feb 20, 2014 @ 11:14pm
Exponential Spawn Wait Time
Hate it. Make it consistent like 10-15 seconds to respawn.

ESPECIALLY with this unbalanced matchmaking, where I can be destroyed in 1-3 hits by ships 3 or more levels higher than my own or stupid spaceship snipers (smh). How do I know I'm fighting ships 3 or more levels higher than me? You made a medal for when I kill one.
Last edited by sexbeard; Feb 20, 2014 @ 11:17pm
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Showing 1-11 of 11 comments
ThermoNukePanda Feb 22, 2014 @ 10:37am 
Wait time isn't horrid..... plus the game basically tiers your against mostly similar ships. Kind of like World of Tanks.

Stick with your group, try to focus fire, and dont be a lone wolf. :D
sexbeard Feb 22, 2014 @ 5:29pm 
Waiting 30 seconds...after waiting 3 minutes to play a game sometimes...can be a lifetime in this game. And I get the medal for destroying ships 3 or levels higher than me A LOT. So when I get decimated in 2 shots 3 times, the wait grows to 30+ seconds to respawn which just adds frustration to matter. Especially when you get a useless noob team. :B1:
anonymity_sucks Feb 23, 2014 @ 9:16am 
You can cut down the rank disparity somewhat by ensuring that you have ships of equal rank in your active docks. Then, while you'll shift up a rank as you upgrade the modules, there won't be a disadvantage flying a specific ship
sexbeard Feb 23, 2014 @ 6:46pm 
Yeah I understand that, and do do that as much as possible when leveling up lower ships - as I'm still somewhat new to the game despite the hours Steam shows, a lot of that was downloading time until recently - so I still have a handful of tier 1s I'm maxing out.

Still, 30 seconds is way too long for a spawn wait - when that happens.
Dra'an'tier Mar 26, 2014 @ 7:56am 
I don't have a problem with 30 seconds, m'self. But when your spawn timer hits 1-2 minutes, there's an issue... especially when it's due to pouncing on beacons ahead of your slow team, but getting shot out of the sky pretty much instantly each time, lol
KillswitchEnrage Mar 29, 2014 @ 10:10pm 
The respawns can get ridiculous I think a constant is better overall, for an uneven game having this penalty just makes it more one sided and more likely for rage quitters to quit. Often matches have one deserter too, whether or not it's intentional it does ruin the balance of the match so longer respawns is just a kick in the teeth
Last edited by KillswitchEnrage; Mar 29, 2014 @ 10:11pm
_Skiffle_ Mar 30, 2014 @ 2:38pm 
I think I'm probably in the minority, but I agree with the expoentially increasing spawn times, even though I'm a bit of a newb and therefore get stung by it quite a lot. It's the exponential time that really makes me focus on trying to play a little less recklessly. It makes lone wolf (i.e. non-team-players) think twice too, which is a good thing as they generally tend to let down the team, even if they *do* rack up a lot of kills in a short space of time while they're alive.
KillswitchEnrage Mar 30, 2014 @ 11:17pm 
No what is the case with the game has a huge favouring of the Long range frigates and interceptors as they are good at surviving, fighters are disadvantaged as they must fight close up and haven't the speed of an interceptor to escape when it goes wrong, this increased respawn period further compounds such imbalances. The respawn time has little bearing to how I play but what you suggest probably has the exact opposite effect, rather than good teamwork you get a lot of cowards who won't push for an objective in fear of death and longer respawns.
kazaddum Mar 31, 2014 @ 2:46pm 
Depends on the game mode, in beacon hunt you get one ship per beacon, the respawn prevents more (which is fair imo, motivates to fly better).

@Kill: Take a Gausscannon - two shot ceptors and have no need to get close
or take an Ion Emitter and play death star, also no need to get close with some fitting.
And last but not least: LrF are a joke if they get you, you made a massive mistake, learn from it it they cease to be a problem (well some players still are, but 99% of the LrF players are quite useless)

Also: Fighting to the death is completely contraproductive for your team in most cases, the respawn prevents you from helping anytime soon therefore your team plays effectively with one guy less. Learn to chose your fights and get away from nasty situations (and help your frigs, the can help you plenty but cant do anything with a ceptor at their♥♥♥♥♥, and guard your engis, withour heal you are damned to die via attrition.
fuzziestwolf Mar 31, 2014 @ 10:55pm 
I'm going to echo what kazaddum said. Learn to fly defensively. Keep moving and stay near asteroids to protect yourself from LRFs. Evade in 3 dimensions. Stay in a group. Protect your guards and engis. Fit for range.

Also . . . if you really are dying in two hits after you respawn, the increasing timer is saving you a ton of credits in repair costs. And, lopsided games end faster because of the increased respawn timer. Spending less time in lopsided games and more time in balanced games is better for everyone.
KillswitchEnrage Apr 1, 2014 @ 7:06pm 
Not really the repair credit costs are capped after your ship has died enough to be at 0 durability, I don't autorepair so I know this. Increased respawns if anything might make the less sporting people just dropout altogether so no I think it's a bad system but maybe good for beacon hunt or combat recon, detonation (which is most of the match types hence most of the pvp game!)

On the plus side at least you can go back with recharged modules if your respawn was long.
Oh I mine interceptors or torpedo them blank range, puts them in their place!

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Date Posted: Feb 20, 2014 @ 11:14pm
Posts: 11