Tuesday Night Shoot-em-ups: RS 360

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RobVarak
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Post by RobVarak »

Red X for me, Web.


Edit:
Er, nm. Wasn't displaying images for some reason. Now it is. :oops:
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Wilk5280
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Post by Wilk5280 »

Skerik wrote:
JackB1 wrote:Nothing worse than getting killed in the first minute and then watching someone else run around for 10 minutes.
Next time we should try some retrieval. It's still tactical and values teamwork and coordination, but there's a lot less standing around since there are respawns.
Just don't get killed in the first few seconds. :)

Actually, the sitting around in R6V is nothing compared to some of the sit-around-and-waits found in SOCOM.

Personally, I'm just not a fan of respawns at all in a tactical shooter such as this. However, whatever the group decides to do I'll be there.
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Zeppo
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Post by Zeppo »

Respawns can be turned on in any game mode, including attack and defend. Personally, I prefer no respawns in attack and defend, or even the cannister mode. The team deathmatch with respawn can be fun, but otherwise I prefer no respawns for R6. It slows the pace of the game down and forces people to work together and play more cautiously and tactically.
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Sully
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Post by Sully »

Zeppo wrote:Respawns can be turned on in any game mode, including attack and defend. Personally, I prefer no respawns in attack and defend, or even the cannister mode. The team deathmatch with respawn can be fun, but otherwise I prefer no respawns for R6. It slows the pace of the game down and forces people to work together and play more cautiously and tactically.
It also makes each match feel like a session of Team Survival, as the objective is rarely ever achieved by the attacking team before one of the teams is wiped out.

I enjoy mixing in no respawns, but IMO, Attack and Defend was meant to be played with 3 respawns, and a match time of 15 minutes. With these settings, those that like to run and gun will be eliminated quickly, and both teams are more focused on the objective at hand, rather than eliminating each member of the opposing team.

Just my .02.
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Zeppo
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Post by Zeppo »

This is true Sully, often attack/ defend does end up being just team elimination when you have no respawns on.

But much like GoW, I believe each map should be played with multiple rounds per match with the same teams, rather than just a one-off and then everyone switch sides. We played 'best out of three' last time, and it was tons of fun. A big thing the mutliple-round matches do is greatly ease the pressure of a no-respawn game, and also it allows each side to try a different tack or entrance, stay together in one group or split into two or three, etc. from round to round. If folks prefer to get a chance at both sides on each map, I would set the game to 6 rounds per match, and go best out of three and then everyone switch sides and go two out of three again. When it changes maps, it mixes up the teams automatically.

The main thing for me is that the attack/ defend at least gives some direction to both sides in the fight, whereas in the team elimination mode players wander all over. It's just like siege in GRAW, which also is over when everyone's dead and thus often behaves like elimination, but the objective gives the two teams something on the map to pay attention to, something to center their coordination on. With three people per side, I guess spawns could really help, but if there are 5, 6 or 7 per side in a game, I really like no-spawn. I have seen objectives completed even with no spawns.

But in respawn games, I've seen way too much run n' gun action to fit my tastes for R6, but that's a personal preference. The worst thing is that once I die, there's no longer any coordination with any of my teammates. Everyone spawns in their own time, and is off to the races, and it becomes a lot like team sharpshooter, with everyone just off on their own getting their kills, maybe passing a teammate once in a while like ships in the night.
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Post by mixdj1 »

Zeppo wrote:But in respawn games, I've seen way too much run n' gun action to fit my tastes for R6, but that's a personal preference. The worst thing is that once I die, there's no longer any coordination with any of my teammates. Everyone spawns in their own time, and is off to the races, and it becomes a lot like team sharpshooter, with everyone just off on their own getting their kills, maybe passing a teammate once in a while like ships in the night.
That's the problem I had Monday night when I accepted an invite to play R6. I don't remember who all was there but they were playing retrieval with respawns and it was chaos. Things went OK until my first death but then it's just like you describe. I would spawn in, have no idea where my teammates were or what they were doing, and would essentially just go solo from that point on. I made it a couple rounds before I got frustrated and called it a night.

Once the voice communication bug is fixed and I know that I can communicate with all of my teammates then it might work with respawns. But as it is now I prefer my R6 without respawns.
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Post by Spooky »

I can't stand "retrieval" mode!!! :evil:

Maybe with no respawns it would be more interesting, but I am not a fan. In fact, I am still not completely sold on this game in total. "Attack & Defend" is decent fun, but nothing too exciting. Maybe it will get better.
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Post by Teal »

I don't typically like respawns, or at least any more than one, and retrieval does get a little too wild and wooly for a game of this type.

But I don't totally eschew respawns, as in some game types, like retrieval, I see their purpose, and if we ever play retrieval, respawns need to be on.

What I wish would kind of happen is that respawns could have the option of only kicking in when a sufficient number of team members were taken out, so that you knew you'd respawn with 3 or 4 guys at the same time, therefore keeping the team element there, and preventing forced 'Rambo' chaos.

I played GoW a round or two last night for the first time in awhile, and I gotta say, I actually prefer the gameplay in R6. Also for all the talk about communication, I didn't hear too much in GoW, either. Initial 'I'm going here' stuff, and then not much.

I like GoW, don't get me wrong, I just prefer R6 for it's tactical nature, which is also why I don't like unlimited respawn 'fragfests'. If it is nothing more than team survival, so be it. The mission is still completed, and if you can actually complete the objective in the midst of it, it's more of an accomplishment than if you can keep coming back for more.
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Zeppo
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Post by Zeppo »

tealboy03 wrote: Also for all the talk about communication, I didn't hear too much in GoW, either. Initial 'I'm going here' stuff, and then not much.
Yeah that was funny last night. Once you joined, my team wiped out three and then I was like "let's see who's left; oh, it's Teal." So we headed to the opposite side of the map from where the other three had been! :lol:
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Post by mixdj1 »

There were a couple rounds last night where Zeppo and I were working through the fuel depot level and we cleaned house. We were constantly communicating enemy positions and suggested tactics. That made a huge difference ... or maybe it was just the fact that I was teamed with Zeppo and he was annihilating everyone last night. :wink:
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Post by Zeppo »

mixdj1 wrote:... or maybe it was just the fact that I was teamed with Zeppo and he was annihilating everyone last night. :wink:
No way, dude, it's a team game. Most of my big scoring rounds were due to me finishing off guys who were engaged with other teammates, or getting the kill when two of us were equally reposnsible. OK there were a couple times when I had some seriously good timing, like that clokctower round when I was over at the Boom stick spawn and two guys were comin' at me. . . . But mostly, I have success when the team works together, keeps good spacing, and communicates. When I would get too far out in front on my own, it wasn't pretty. I died first plenty of times.
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