PTS Spawn beacon changes

Discussion in 'Test Server: Discussion' started by AuntLou42, Jun 5, 2015.

  1. AuntLou42

    Spawn beacons are finally getting purposely tweaked in the latest PTS patch:
    "Changes still being worked on (Coming Soon)
    • Spawn Beacons will now be platoon wide, this means that any Beacon placed by a SL will be a valid spawn point for any platoon member within range.
    • Spawn Beacon cooldown timer will be squad based, meaning the remaining cooldown time will transfer to newly promoted squad leaders."
    The buff.... They are getting a buff yet a nerf. Not sure if I'm 100% on board with the buff. They are trying to nerf redeploy side yet now a whole paltoon will be able to deploy on 1 squad beacon. Isn't that going in the opposite direction?

    The nerf... I guess it makes sense but the ability to switch up squad leads for timers was pretty convenient. Can we get a overall timer reduction if this is going to be implemented?

    While we are on tweaking squad beacons can we fix the bugs? Seems a couple recent ones have been cleared up. I still get a permatimer now and then. Also drop pods haven't moved east to west for over a month now.

    Louey
    • Up x 2
  2. prodo123


    So you can only move your platoon en masse if the beacon is within 600 meters of the entire platoon.
    Beacon timers are fine. Like the patch notes said, one beacon can be used by the entire platoon. If you have 4 squads running, you can rotate beacons between squads. It only becomes an issue when it's a squad, but if you max out your spawn beacon certs the timer is already slimmed down to 90 seconds.
  3. Sandi18


    Yeah, i don't know what they think sometimes...this will practically ruin the idea that they are really trying to fix for months...before we should expect that 12 people could come from a spawn beacon, now i have to expect that 48 people or a hole platoon can spawn in one place like a nonsense rain of people? What is this nonsense?

    What is the logic behind this? Why should people use vehicles with this? Why change something that is already doing what was supposed to do normally? Spawn beacon was not meant to be the principal/first type of spawn mechanism for the game...its just an additional help for the noobs that don't know how to click on a Sunderer to respawn...put a limit on distance won't help, since if the hole platoon is inside the range, they will all be able to use it...How can the enemy destroy a spawn beacon if 48 people are respawning there? with 12 is already difficult for even find the spawn beacon...Remember people, spawn beacon can not be better then a Sunderer or a Galaxy (obviously)...so, why change it?

    About the nerf yes! Finally! Players shouldn't exploit the timers to obtain tactical advantage...Want to respawn fast again? Bring a Sunderer or a Galaxy or anything that spawns people, not change the squad leader to exploit the timer...
  4. Runegrace

    Throw an EMP grenade?

    I think the limited range and shared cooldown are more than enough to make this a net nerf to redeployside, especially if you include the limitations on the squad spawn vehicles as well. The beacons will now be more of an occasional spawn point for your platoon if they are already at a base fight. It might end up being problematic, but I'm more than willing to at least see how it plays out. These changes are VERY interesting.
  5. AssaultTaco

    • Spawn Beacons will now be platoon wide, this means that any Beacon placed by a SL will be a valid spawn point for any platoon member within range.
    I sometimes use the squad beacon as a carrot on a stick to get squad mates on my waypoint. This change decreases the effectiveness of this tool. Consider giving PL a platoon-wide beacon instead, and keeping squad beacons private to squads. You might also want to color code them on the deploy screen.
    • Spawn Beacon cooldown timer will be squad based, meaning the remaining cooldown time will transfer to newly promoted squad leaders."
    I think there needs to be a bonus of some sort when you have multiple people in the same squad certed into spawn beacons. It's not like beacons are challenging to find and kill...LA are attracted to them like insects to a bug zapper. You could remove the cooldown completely at this point.

    I also think the 90 sec respawn timer is enough to keep sunderers and galaxies employed.