Re: Respawn locations
Posted: Sun Jun 14, 2015 7:33 pm
By generating a "longest spawn point away from my spew or the current enemy" you are guaranteeing I know where you are. You don't want that. I, as the respawner, have the advantage--I can see when my opponent passes by my spew. Exercise discretion; don't spawn right away, watch for your enemy to go by and know exactly where they are no matter if you spawn near them or not. This is the equality: He/she doesn't know where you will be, you can know where they are--They have the guns.
My biggest suggestion to quell is problem is this: don't die. Seriously, if you don't die a lot, you will have a lot less issue with this problem.
Additionally skill being defined as being able to make the right decision is moot if skill does not involve the ability to carry out that decision at a higher level and rate than the opponent. If you both make the right decision every time, in that definition, that game would either be 0-0 or 20-20. Skill is being able to carry out your plan, your decisions (right or wrong), better than the other guy. Period. This includes spawns, because your skill doesn't determine my placement, my movement, where I will sit, when I will charge, how I will approach your approach and everything I do is just as--if not more--variable than the spawn point.
I'll tell you what I tell my baseball players: Control what you can control--you can control you.
This means that you can control WHEN you spawn, WHERE you go, HOW you move, WHY you do whatever it is you do. Ultimately, you can influence how your opponent acts, but cannot "control" it--that is one reason this game is so intense and amazing... You can only control you, I am against letting anyone else control me (only God should control me, no one else--but that's another discussion) and, therefore, against having any time a spawn point is a set location.
My biggest suggestion to quell is problem is this: don't die. Seriously, if you don't die a lot, you will have a lot less issue with this problem.
Additionally skill being defined as being able to make the right decision is moot if skill does not involve the ability to carry out that decision at a higher level and rate than the opponent. If you both make the right decision every time, in that definition, that game would either be 0-0 or 20-20. Skill is being able to carry out your plan, your decisions (right or wrong), better than the other guy. Period. This includes spawns, because your skill doesn't determine my placement, my movement, where I will sit, when I will charge, how I will approach your approach and everything I do is just as--if not more--variable than the spawn point.
I'll tell you what I tell my baseball players: Control what you can control--you can control you.
This means that you can control WHEN you spawn, WHERE you go, HOW you move, WHY you do whatever it is you do. Ultimately, you can influence how your opponent acts, but cannot "control" it--that is one reason this game is so intense and amazing... You can only control you, I am against letting anyone else control me (only God should control me, no one else--but that's another discussion) and, therefore, against having any time a spawn point is a set location.