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View Full Version : New Pics MP Settings and CLAN Setup!



ZPaul2Fresh8
02-23-2007, 06:09 AM
Over at IGN, they have a developer's blog with Serrellen explaining more about the MP in GRAW 2. It also shows screenshots of what the clan support includes!

http://blogs.ign.com/Ubi_GhostRecon/2007/02/22/47566/

NewBoy2007
02-23-2007, 06:13 AM
thanks for the link http://forums.ubi.com/images/smilies/blink.gif

MeanMF
02-23-2007, 06:54 AM
Niiiiice.

ROLYRATMAN
02-23-2007, 08:16 AM
Be nice if the OFFICIAL forum got some decent info and interviews like that. Still nice find mate, relly looking forward to this game http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

SaS_Blarney8519
02-23-2007, 09:41 AM
Interesting, but...the facemasks were so weird....

OUTFOXEM
02-23-2007, 11:05 AM
Those facemasks look sick as hell. I know everyone and their mom will be using them though.

Ghostcom117
02-23-2007, 04:11 PM
Yeah, they suck

xSKYCOWBOYx
02-24-2007, 06:41 AM
nice find.

even though for some reason we dont get anything like that on this site we have to go find it else where. ign must pay some money for an interview like that and to keep it on there site. i guess if you have it like that

ayways, its good that we have some people out there with there eyes open.

xSKYCOWBOYx
02-24-2007, 06:45 AM
oh yea, spawn campers take that, its no longer a part of the game and it was never intended to be.
oh, burn.

Spawn Camping. Yes, I've heard the debates. Yes, I've seen people kicked for it, and others justify it. Simply put, the system in GRAW was exploitable. Three people could lock down a team and just kill people over and over. The invulnerability timer didn't even really help, just allowed you to stare at the guy camping you for a few seconds before you died. It sucked. So, in GRAW2, we have rewritten the way respawning works. Now, you don't spawn in at set points, but within a region (not just randomly on the map), and the game uses elements such as good cover, enemy location, recent team deaths, etc, to put you in a good spot. If this isn't enough, you can shoot while the invulnerability timer is on (firing cancels your invulnerability), so you can always get the first shot on that would be camper. Teams will still be able to box in a poorly organized opponent's team (that is called "tactics," and good counter-tactics can break it), but you won't have the frustration of spawn-die-spawn-die-spawn-die-quit.

yes you can still lock down an area which was never spawn camping in the first place because you dont see the person spawn

SPQR Radical
02-24-2007, 02:26 PM
Saying that it was a mistake and never intended to happen is almost and insult to Red Storms MP devs. They have known about it for a long time and never considered it a problem.

Previous devs stated that "a good team who works together should be able to keep them out of their spawn"...

As for the failure of the inv. timer to work. It was simply being used wrong. The inv. time should be used to run away and get to cover to enagage the camper. Not just sit there and look at him until the time goes out...

Cons72
02-24-2007, 03:35 PM
That paragraph in Skycowboy's post is actually quoted from an article by Christian Allen.

In the article, Christian Allen said, "Spawn Camping. Yes, I've heard the debates. Yes, I've seen people kicked for it, and others justify it. Simply put, the system in GRAW was exploitable. Three people could lock down a team and just kill people over and over. The invulnerability timer didn't even really help, just allowed you to stare at the guy camping you for a few seconds before you died. It sucked. So, in GRAW2, we have rewritten the way respawning works. Now, you don't spawn in at set points, but within a region (not just randomly on the map), and the game uses elements such as good cover, enemy location, recent team deaths, etc, to put you in a good spot. If this isn't enough, you can shoot while the invulnerability timer is on (firing cancels your invulnerability), so you can always get the first shot on that would be camper. Teams will still be able to box in a poorly organized opponent's team (that is called "tactics," and good counter-tactics can break it), but you won't have the frustration of spawn-die-spawn-die-spawn-die-quit."

Soruce, http://blogs.ign.com/Ubi_GhostRecon/2007/02/22/47566/

So, I don't think it insults RSE, and they seem to have thought it was a problem because they acknowledged it and changed it. http://forums.ubi.com/images/smilies/16x16_smiley-happy.gif

OUTFOXEM
02-24-2007, 07:38 PM
They probably changed it because they were sick of people crying about it all the time. Sad part is, now everyone will just cry about "spawn containment." http://forums.ubi.com/groupee_common/emoticons/icon_rolleyes.gif

MeanMF
02-24-2007, 08:27 PM
Originally posted by OUTFOXEM:
now everyone will just cry about "spawn containment."
Hopefully not.. I think people just get frustrated when they spawn and they're dead before they can even move. If the maps are designed well, it'll be hard to hold down the enemy's spawn for very long and should encourage use of the whole map in respawn games. Like Serellan said in the interview, it wasn't a strategy, just a way to exploit the respawn system in the game.

xSKYCOWBOYx
02-24-2007, 08:42 PM
geeze, i just thought it was funny to point this out. i usally only play sharpshooter to warm up anyways. its just funny after all of the sharpshooter posts and people saying "its a part of the game" "if they didnt want it in there they would make it where you caint do it"
well they just did.
now upset pro spawncamping supporters will just have to accept what is right there. period
http://forums.ubi.com/images/smilies/59.gif

Cons72
02-25-2007, 10:10 AM
The question is, will this affect AI spawning as well? I'll miss spawncamping the AI like we can on Jungle mines, 5 zone territory. http://forums.ubi.com/images/smilies/16x16_smiley-very-happy.gif