I'm with Apok, I think it's a good idea.
Getting spawned without having a chance to orient yourself, and acquire sufficient momentum happens rather frequently, especially in 5's, and often in TWLD. Argue "controlling the spawn" all you want, but it's still a matter of luck as to precisely where you spawn, and you can spawn on top of an enemy and kill him cheaply as well. Spawning on a bullet on 9 does happen, and the outcome of important games becomes decided by luck rather than skill.
Almost every game in existence in this day and age prevents spawning, because the inability to defend yourself and have a proper chance to engage the enemy in skill-based competitive combat reduces the legitimacy of the outcome by adding a variable that is almost devoid of talent or ability.
There is a reason one of the best wb's in subspace, on the best team (Fierce), a squad which controls the spawn, supports this measure. Because they're better than you anyway and know they can win and hunt down people on 9 in a more fair and legitimate skill-based way, using coords, teamwork, and good rushing. They don't need spawns to win -- perhaps you're hoping to get some lucky spawns and shift the probability of victory vs. better teams than you?
This change would reduce the luck-variable and increase the probability of more skilled teams winning -- and the whole point of TWL is to determine who is best, not good-and-lucky.
Getting spawned without having a chance to orient yourself, and acquire sufficient momentum happens rather frequently, especially in 5's, and often in TWLD. Argue "controlling the spawn" all you want, but it's still a matter of luck as to precisely where you spawn, and you can spawn on top of an enemy and kill him cheaply as well. Spawning on a bullet on 9 does happen, and the outcome of important games becomes decided by luck rather than skill.
Almost every game in existence in this day and age prevents spawning, because the inability to defend yourself and have a proper chance to engage the enemy in skill-based competitive combat reduces the legitimacy of the outcome by adding a variable that is almost devoid of talent or ability.
There is a reason one of the best wb's in subspace, on the best team (Fierce), a squad which controls the spawn, supports this measure. Because they're better than you anyway and know they can win and hunt down people on 9 in a more fair and legitimate skill-based way, using coords, teamwork, and good rushing. They don't need spawns to win -- perhaps you're hoping to get some lucky spawns and shift the probability of victory vs. better teams than you?
This change would reduce the luck-variable and increase the probability of more skilled teams winning -- and the whole point of TWL is to determine who is best, not good-and-lucky.
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