FFA fixing

Just came back from an extended break from cf, and was playing ffa for the daily mission. I noticed that the spawn invulnerability still isn't fixed for ffa. It really kills the ffa mode when you constantly die from someone flashing red that you can't kill. I know people have said to remove spawn invulnerability in ffa, but we all know that would just lead to insta-death on spawn. What the devs need to do is simply make it so that you cannot fire while your on spawn invulnerability. This would allow the player to not die instantly on spawn, have time to run away or aim at the enemy, but also not get a cheap kill by being invincible and spawning near someone. Also, if someone thinks this wouldn't work for w/e reason, such as not allowing people enough time to run away ect, you could always make it so that they can't shoot for 2 seconds or even 1 second after spawning (spawn invulnerability is 3 sec). Either way it would balance out ffa to be a bit more fair.

Comments

  • I agree, at least give an option to change invuln time.
  • Therefor t's up to the host to make the respawn time longer. with the option of no respawn time it will be possible to complete your daily mission within 12 minutes with each game a score of 45-41.. just complete chaos.

    Further more good suggestion, many people here will agree with you. I also would like to add to make it even more fair: Once you respawn you're idle for a certain amount of time which will disappear until times runs out or once you attack.

    it's really something which must be fixed.
  • I made my own thread about this and many people agreed, and still yet not fixed... i guess GMs simply don't read the forums....
  • Its biggest problem is that spawn points are everywhere and where one spawns is really random. Halo for example uses a weighted system to decide where players spawn to avoid the instant combat spawns. Where enemy players are, where players recently died at, where you died, and where players last spawned at are all used to decide where a player spawns to help avoid the invulnerable player spawning next to you and killing you.
  • VATAV wrote: »
    Its biggest problem is that spawn points are everywhere and where one spawns is really random. Halo for example uses a weighted system to decide where players spawn to avoid the instant combat spawns. Where enemy players are, where players recently died at, where you died, and where players last spawned at are all used to decide where a player spawns to help avoid the invulnerable player spawning next to you and killing you.

    Wow, that seems a lot better, let's hope the CF servers can handle it.
  • Oookkaa1 wrote: »
    I made my own thread about this and many people agreed, and still yet not fixed... i guess GMs simply don't read the forums....

    Well they actually do to be honest. They read every single present, closed, or deleted threads. I guess this issue isn't considered to be a top priority or require an emergency fix as other issues such as server instabilities and of course, the hacking situation.

    However, I do wholeheartedly agree and believe that something should be done against this advantage of suddenly spawned players the ability to backstab or kill their opponent(s) before their three-second protection wears off. Even players with flexible reflexes and quick reaction speeds cannot prevent a possible death. Every location in a FFA game is remotely dangerous, lmao. It's pretty frustrating in my opinion, even though I rarely play FFA or ever do it for missions.