Originally posted by RoDNeY
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I really hate that when your team gets Tek'd, the enemy sharks and spiders warp into spawn, then they rep you 3x delaying you in spawn for 10 seconds, it's cheese as hell. Spiders in a good spawn position (or just died) can get some solid shots and maybe a tek if close enough to the spawning terr.
You shouldn't be able to warp into spawn, and delay the enemy terr and let your team completely consolidate the base and prepare mines and control the mid tube.
Really, the only ship that should be spawning down there with access to the entrance is the terr.
The only advantage a Tek should confer is the FR and a cram. A lucky shark spawn above the enemy terr and 3 reps just creates a weak ass mid-base pseudo-cram and further delays the cram break, and eventual FR battle.
A terr with a clean shot through spawn and the lower base can get to the cram pretty fast, though. I'm not sure I want the distance shortened, because sometimes you barely get a cram together in-time.
You should be rewarded with a decent cram when you get a tek, if you clear FR in a reasonable amount of time.
Where we agree is that the terr who got killed shouldn't be arbitrarily delayed in getting back up.
With a cram reset, though, this issue isn't as severe. Nevertheless, I'm not sure what the solution would be. I'd maybe just wait to see how the other changes settle, don't want to change too much.
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