Let me explain how spawning generally works. The spawn system is trying to pick the best spawn from all the available spots. Each spawn has a “score” or “rating” that is constantly being modified based on what is going on around that spawn. Many things can impact the rating of a spawn.
For example, a teammate who recently died would temporarily lower the value of a spawn. Spawns in the path of a Napalm strike should have their values lowered significantly. Etc., all. The complete list of things that modify the value of a spawn is large.
No spawn can ever by 100% eliminated as a choice, because we have to spawn you even if it is less than ideal. It’s unfortunate when you spawn directly in front of someone like this video shows ([media=youtube]OI2CtQHgmNA&feature=related]YouTube - Epic spawn fail - Call of Duty Black Ops :[/media]). That shouldn’t happen.
During development, we had the spawns running with a low error rate. 98 to 99% of the time for most maps (small maps like Nuketown are an exception) when you spawned you were not killed or injured or able to injure someone within 3 seconds of spawning. The game was instrumented and we were logging this. Our spawn debug tools are the best they have ever been, so I’m disappointed and want to see if we can sort this out.
Please don’t bother linking in Nuketown videos. That map is too small to use as the basis for evaluating what is wrong. Use Summit, Launch or Radiation.
The videos are helpful but they just show one bad spawn. They don’t help us understand why that spawn point was chosen by the game over another. In order to get to the bottom of that, I need to see “the big picture” of what is going on in the entirety of the map. Please make your video as detailed as possible. Freeze time. Show us the entire map. Were killstreaks in the sky? Where are they aiming. Show me all the players from both teams and any skull (recently deceased friendly) icons.
Hopefully, that makes sense.
For our part, we have re-enabled the spawn logging (this is only something we can do in development, not on the live servers, unfortunately) and are now building up a match library so we can evaluate further.
Please remember what I said before. If we can find and reproduce the steps that causes the error we can fix it.
I knew they had a large system in place to figure out where you spawned, and I’m willing to bet putting you near the person you just got killed by has a large modifier for a ‘preferred’ spawn spot %.
It was just as annoying in beta, so I’m not totally sure they tweaked anything from then until now. But at least they are going to revisit it, and see what they can do.
But honestly, unless they just force you on the other side of the map as your killer, the fact that you respawn instantly in Core mode means people will continue to smash their faces against a wall trying to kill their killer.
I had it before I prestiged, if you want to speed up the process, set up two classes, one with hardline (pro optional), another with ghost. Call in your SAM/Sentry gun near enemies, make sure an enemy takes your package, die, switch classes to the one with Ghost (Hacker helps in locating it, good to have) then cut that shit down.
It’s a dirty way of getting that sentry kill if you’re willing to give up one life.
Just bought the game three hours ago, put in about 90 mins of gameplay:
It definitely feels different from mw2. The footsteps are terrible and I’m not just talking about the opponent’s footsteps. It feels like I’m floating because it sounds like the footsteps are out of sync.
As for the other players, it sounds like everyone has ninja pro on. If they say they have fixed this, then I would’ve hated playing this game when it first came out.
I got bitch slapped around at first, but eventually found a groove.
Didn’t really dedicate a whole lot of time analyzing the game, but the footstep thing really stood out… the spawn system is a joke as well.
I’ve been sticking with the default LMG and haven’t even started customizing my classes yet, but maybe I’ll have time to do that this weekend.