Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
You mean the ladder asset?
Huh interesting, never noticed that. So they all spawn on one side and that side is where the helicopter lands? Cool. But the rest of my suggestions still stand though.
It feels as if after Prison Nightmare, a heist that was generally recieved positively as being probably the best overall infinite heist (I mean, its competition is the likes of White Xmas or Lab Rats so it didn't have much competition), OVK decided "okay, what players want are spawnpoints, and lots of them, so players get lots of action" but failed to take into account that Prison Nightmare is not only a heist where players are constantly on the move, but also one where there's regular "kill all cops on the map" triggers.
As a result, OVK have been applying the spawnpoints everywhere philosophy to maps like Henry's Rock, while failing to take into account that it means players get surrounded 24/7 and results in unfun, unfocused combat.
Anyway, one thing that I can definitely get behind that doesn't involve hypothetical screwing around with central game mechanics is making sure players know which side the chopper spawns on, without having to rely on obscure map trivia.
Altering the maximum number of enemies will help with this across the board, and better spawn placement will help with individual heists. Buuut... not that any of this will happen. They obviously have a set vision for the game (even though historically similiar attempts having done well over long terms).
p.s. They could just release a proper map editor, and let modders like Finale, Hoxi, et al. fix it like they appear to do with so many other features.
not every freaking surface of a map needs to be a spawn point
of course they also need to lower the ridiculous spawn caps