JavaScript is required to use Bungie.net

Destiny

Discuss all things Destiny.
Edited by Kadziet: 11/5/2016 4:00:53 AM
23

Rift. Spawnkilling is still a problem, and I know why.

The maps weren't designed for a game-mode with locked spawns. The most "objective based" game modes Destiny ever had was Control and Salvage in Year 1. That's it. Control was basically only Team Deathmatch, and Salvage can literally be won by only getting kills. The maps are open and allow quick engagements between multiple players. This isn't ideal for Rift. Most maps, you can get sniped as soon as you spawn. Other maps, the enemy team can run in and take you all out before your animation finishes. Some you can even remain in a room that's inside the enemy spawn, and stay there for half a match just taking them out. Bungie tried to remedy this by giving a "Resist" buff on spawn that only lasts for 3 seconds. Spawnkilling never stopped. [b]What other ways can Bungie prevent spawnkilling?[/b] My idea was Bungie should have implemented Rift maps. Rift only maps. Maps that are designed to be used for the Rift gamemode, because currently the maps are poorly designed for a purely objective based gamemode. Another idea was what Killzone does. A giant shield wall and turrets that prevents the enemy team from even looking at your spawn.

Posting in language:

 

Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

View Entire Topic
  • I love how sometimes I spawn behind the enemy team,on the opposite side of the map as my entire team, with at least two opponents looking right at me. Happens at least once a game, it's my favorite because I get to die twice in about five seconds.

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

You are not allowed to view this content.
;
preload icon
preload icon
preload icon